Unseen Features

Perfect Dark Beta Analysis: Beta Missions

<< More Articles


In 1997 RARE made their first appearance in American stores with a FPS that revolutionized multiplayer on consoles. 007 Goldeneye, released for the Nintendo 64, made use of the 4 controller ports to let gamers to waste hours and hours of their free time in front of a TV screen, playing the addicting multiplayer mode. It was probably the first time that it felt so much fun to play a multiplayer FPS on a console.

When RARE decided to work on a sequel, having lost the rights to make another James Bond game, they had to create a new character and a brand new scenario from scratch: the end result was Perfect Dark, still one of the best multiplayer games ever.

Perfect Dark had a long development cycle and it changed a lot before being finally released in 2000. Nobody, except Rare of course, really know how the game evolved, but thanks to all the early images released online, we can try to get an idea of what has changed over PD’s development. In each of these beta screens we can notice what has been changed, added or cut.

Original article written in italian by monokoma in December 2001, english translation by DCodes7 in 2010. Please let us know if you notice some english errors!

Beta Missions


This first image is very strange. The color of the walls are different from what we know today, but looking carefully, it may be from the “Air Base: Espionage” mission. The corridor that we can see in in this screen remained the same in the final game, but the walls of the room were initially of a “greeny” color. Also there are 2 computer screens (one at the top and a second on the left of the picture), which if I’m not mistaken are not in there in the final version. 

Unseen Interview: Nick Bruty and Earthworm Jim

<< More Articles

[Interview by EWJ]

Unseen 64 was given the great opportunity to talk to Nick Bruty President and Co-Founder of Planetmoon Studios. This article will be focusing on his time spent with Shiny Entertainment working on Earthworm Jim 1 and 2.  It’s important to note that the visual concepts he’s referring to in the first sentence are these two cut levels:

Nick Talks about the Earthwom Jim 1&2 Development:  

Unseen Interview: Raven Software’s Manveer Heir

<< More Articles

The issue we face most in our archiving is the lack of information that is given to the public about what happens to their favorite series, so many stories left untold so to speak. The most we ever get are early demonstrations, as security today on what gets left behind is much stricter than that of the 80’s. We had the chance to chat with Manveer Heir from Raven Software and asked him some questions about games’ development!

[Interview by Rowedahelicon]

U64: How much of a game actually is left out? Comparing to movies where things are written into the script but are later left out due to budget? Time constraints?

Manveer Heir: It’s hard to say honestly. Every game is different and every dev comes to realization about scope and schedules at different times. Ideas, concepts, and levels are almost always cut, but that’s not necessarily bad. Often, to put them in would have hurt the overall product, since they may not be at the quality levels from before. I’ve heard of cases where you see a car chase in a cinematic, but originally you would have played that car chase. In cases like this, you aren’t missing any story, you are just losing out on some gameplay.

As devs, we try to cut smart and in ways that don’t affect the entire product. Other times, you make cuts early and save that work for later (DLC or expansion, when you know you have time to do it right). I worked on a RTS game for a short period of time where we knew we weren’t going to be able to make all the sides you can play cool and balanced and so one side was cut, to be saved for the expansion pack. In that case an entire storyline was lost, but it didn’t impact the rest of the game too greatly.

U64: In terms of what is left behind, what actually happens to things you cannot use? Resources, scripts etc, there are cases where things are left in the game files but never used but what about the majority of it? Does it get saved somewhere for reference? Deleted? So on? 

Goldeneye 007 Beta Analysis

<< More Articles


[Article and Translation by Yota]

In the middle of the nineties, Rare, thanks to releases such as Donkey Kong Country and Killer Instinct, had already become an important partner of Nintendo. Nothing strange, then, that at the time the British software house was working on various new projects. One of these was a tie-in of the new James Bond movie, Goldeneye. Initially the game was supposed to be a 2d platform for SNES, but the development was quickly switched to the Nintendo 64.


The story of Windward Mark Interactive + Brief Asi Lang Interview

<< More Articles


Unseen 64 has been given the great opportunity to talk to Asi Lang(who can be reached at alliancethegame [at]gmail.com)president of Windward Mark Interactive, about just what exactly happened to Alliance: The Silent War, and where Windward Mark Interactive went, and get the story in his own words. You can read about the game Alliance: The Silent War here or continue below for Asi Lang’s article.

[Organized By Earthwormjim]