GTA2 Removed Content
--- Map Objects ---
Map Objects are items that can be easily placed in a specific location within a level using the GTA2 Editor. For some reason, many of them were cut from the final game but still exist in the code and can be spawned using the trainer, custom mission scripts, or level editor. In the documentation of the .STY format (used for storing graphics in GTA2), these objects are referred to as map_obj's. Projectiles always fly above them leaving them untouched.
BENCH
Wooden bench. It has an animation for tipping over
Object ID | Sprite IDs | Collision sound | ||
---|---|---|---|---|
Base | Animating / Moving | Destroyed / Tipped over | ||
22 | 45 | 46 | map_obj/0-7 | SFX_COLLISION_BENCH |
Subject | Behavior |
---|---|
Pedestrians | Blocks pedestrians |
Vehicles | Rolls on the ground |
BIN
Trash bin. Despite the presence of tipping animation in the .STY files, I was unable to achieve it in the game. The BIN_LID object suggests that, upon tipping, the lid was supposed to detach from it.
Object ID | Sprite IDs | Collision sound | |
---|---|---|---|
Base | Animating / Moving | ||
7 | 157 | map_obj/8-11 |
Subject | Behavior |
---|---|
Pedestrians | Blocks pedestrians |
Vehicles | Needs a lot of force to be moved, sometimes rotates but doesn't tip over |
BIN_LID
Lid from a trash bin. Similar to the bin itself, despite having animation for rolling on the ground, it moves in the game without utilizing the animation.
Object ID | Sprite IDs | Collision sound | |
---|---|---|---|
Base | Animating / Moving | ||
1 | 158 | map_obj/12-17 | SFX_COLLISION_TRASHLID |
Subject | Behavior |
---|---|
Pedestrians | Can be pushed around, but no animation is played |
Vehicles | Can be pushed only if it sits on top of a BIN, but no animation is played |
BLASTER
Sound blaster. Until pushed, it plays a looping melody (SFX_GHETTO_BLASTER_LOOP).
Object ID | Sprite IDs | Collision sound | ||
---|---|---|---|---|
Base | Animating / Moving | Destroyed / Tipped over | ||
5 | 156 | 54 | map_obj/18-20 | SFX_COLLISION_PLASTIC |
Subject | Behavior |
---|---|
Pedestrians | Rolls on the ground and the music stops |
Vehicles | Rolls on the ground and the music stops |
BOXES
Stack of boxes.
Object ID | Sprite IDs | Collision sound | ||
---|---|---|---|---|
Base | Animating / Moving | Destroyed / Tipped over | ||
4 | - | 52 | map_obj/22-23 | SFX_COLLISION_CARDBOARD_BOX |
Subject | Behavior |
---|---|
Pedestrians | Can be stepped on. The sprite permanently changes to the crushed version |
Vehicles | Can run over. The sprite permanently changes to the crushed version |
BUSH
GTA1 looking bush.
Object ID | Sprite IDs | Collision sound | ||
---|---|---|---|---|
Base | Animating / Moving | Destroyed / Tipped over | ||
11 | 123 | 55 | map_obj/24-27 | SFX_COLLISION_PLASTIC(?) |
Subject | Behavior |
---|---|
Pedestrians | Can be pushed and rolls on the ground |
Vehicles | Can be pushed and rolls on the ground |
CRATE
Wooden crate. Can be destroyed.
Object ID | Sprite IDs | Collision sound | ||
---|---|---|---|---|
Base | Animating / Moving | Destroyed / Tipped over | ||
12 | 50 | 51 | map_obj/32-37 | SFX_COLLISION_BENCH |
Subject | Behavior |
---|---|
Pedestrians | Can be stepped on. The destroy animation is played |
Vehicles | Can run over. The destroy animation is played |
FOOTY
Football. Can be kicked around.
Object ID | Sprite IDs | Collision sound | |
---|---|---|---|
Base | Animating / Moving | ||
13 | 56 | map_obj/38-42 | SFX_COLLISION_PLASTIC |
Subject | Behavior |
---|---|
Pedestrians | Can be kicked and rolls on the ground |
Vehicles | Can be kicked and rolls on the ground |
HARDBOX
Wooden box.
Object ID | Sprite IDs | Collision sound | ||
---|---|---|---|---|
Base | Animating / Moving | Destroyed / Tipped over | ||
14 | 57 | 58 | map_obj/43-47 | SFX_COLLISION_BENCH |
Subject | Behavior |
---|---|
Pedestrians | Can be pushed and rolls on the ground |
Vehicles | Can be pushed and rolls on the ground |
HYDRANT_LID
Fire hydrant lid.
Object ID | Sprite IDs | Collision sound | |
---|---|---|---|
Base | Animating / Moving | ||
18 | 49 | map_obj/48-54 | SFX_COLLISION_TRASHLID |
Subject | Behavior |
---|---|
Pedestrians | Can be pushed and rolls on the ground |
Vehicles | Can be pushed and rolls on the ground |
HYDRANT
Fire hydrant. The lid can't be detached by pushing it (maybe with mission scripts?)
Object ID | Sprite IDs | Collision sound |
---|---|---|
Base | ||
19 | map_obj/55 |
Subject | Behavior |
---|---|
Pedestrians | Blocks pedestrians |
Vehicles | Blocks vehices. |
HYDRANT_UNLID
Fire hydrant without the lid.
Object ID | Sprite IDs | Collision sound |
---|---|---|
Base | ||
20 | map_obj/56 |
Subject | Behavior |
---|---|
Pedestrians | Blocks pedestrians |
Vehicles | Blocks vehices. |
NEWSDIS
News dispenser.
Object ID | Sprite IDs | Collision sound | ||
---|---|---|---|---|
Base | Animating / Moving | Destroyed / Tipped over | ||
15 | 59 | 60 | map_obj/58-60 | SFX_COLLISION_BENCH(?) |
Subject | Behavior |
---|---|
Pedestrians | Can be pushed and rolls on the ground |
Vehicles | Can be pushed and rolls on the ground |
OILDRUM
Oil drum. The oil doesn't spill out when pushed around.
Object ID | Sprite IDs | Collision sound | ||
---|---|---|---|---|
Base | Animating / Moving | Destroyed / Tipped over | ||
16 | 61 | 62 | map_obj/67-70 | SFX_COLLISION_BENCH |
Subject | Behavior |
---|---|
Pedestrians | Can be pushed and rolls on the ground |
Vehicles | Can be pushed and rolls on the ground |
PACKAGE
Package. I'm not sure whether it indeed does not appear in the final game.
Object ID | Sprite IDs | Collision sound | ||
---|---|---|---|---|
Base | Animating / Moving | Destroyed / Tipped over | ||
23 | 43 | 44 | map_obj/71-75 | SFX_COLLISION_CARDBOARD_BOX |
Subject | Behavior |
---|---|
Pedestrians | Can be pushed and rolls on the ground |
Vehicles | Can be pushed and rolls on the ground |
RUBBISH
Trash pile. Breaks apart into several pieces.
Object ID | Sprite IDs | Collision sound | ||
---|---|---|---|---|
Base | Animating / Moving | Destroyed / Tipped over | ||
6 | 151 | 152 | map_obj/84-87 | SFX_COLLISION_RUBBISH |
Subject | Behavior |
---|---|
Pedestrians | Breaks apart when stepped on |
Vehicles | Breaks apart when run over |
Unknown object
Object with a crossed-out sprite. It's still present in GTA2 Editor and .STY files, but spawning it crashes the game.
Object ID | Sprite IDs | Collision sound |
---|---|---|
Base | ||
24 | map_obj/88 |
TYRE
Tyre. Has no animation
Object ID | Sprite IDs | Collision sound | |
---|---|---|---|
Base | Animating / Moving | ||
17 | 63 | map_obj/89 |
Subject | Behavior |
---|---|
Pedestrians | Can be pushed around |
Vehicles | Can be pushed around |
--- Code Objects ---
Code Objects are elements used by the game engine and mission scripts, such as tank turrets, phones, collectibles, or tire tracks. Many of these are either no longer utilized or not visible in the game. Of course, they can be spawned using custom mission scripts or the trainer.
BLOOD
Blood from GTA1.
Collectibles of unused weapons
See: Weapons
Bloody skids and footsteps
Bloody trails left behind cars and underfoot. Suggestive of a potentially more brutal vision for the game than the final version. This is further indicated by a note in the early GTA2 documentation below.
ID | Internal name | Sprite IDs |
---|---|---|
118 | SMALL_RED_SKID | code_obj/528-531 |
121 | MEDIUM_RED_SKID | code_obj/524-527 |
253 | BIG_RED_SKID | code_obj/516-519 |
114 | HUGE_RED_SKID | code_obj/520-523 |
256 | RED_FOOTPRINTS | code_obj/15(?) |
From the early GTA2 documentation:
Body parts
In the .STY files, you can find sprites of dismembered bodies, suggesting the possibility of tearing pedestrians apart (e.g., with a car or in a mission similar to 'Body Harvest' in GTA: San Andreas). These objects are not (at least to my knowledge) spawnable.Bomb
Bomb as an in-world object. It features a similar sprite to a car bomb but without the outline. It's unnaturally large, likely the reason it was replaced with a spinning suitcase.
CROSS and GRAVE
In the documentation for the .MIS language used in creating missions for GTA2, in the Object types section, there are two object names that didn't appear in the final game - GRAVE and CROSS. Attempting to create a script that spawns them results in an 'Illegal Object Model' error. The sprites for these objects are not present in the .STY files.
--- Vehicles ---
There are at least 5 vehicles that were cut from the final game. They were removed at different stages of development, so some of them have more content left in the game than others.
Tanker
It's a tanker trailer that can be attached to a truck. Its sprite and physics are still present in the game, but it doesn't spawn anywhere in the game. It's possible to spawn it using the trainer or custom mission scripts.
ID | Internal name | Sprite ID | Wreck type | Physical size |
---|---|---|---|---|
55 | TANKER | car/49 | WRECK01 | 40 x 128 |
In the NYC.GCI file, which defines vehicle physics, it features entries nearly identical to other trailers (and wrecks). However, unlike them, it includes specified maximum speeds for each gear.
Missing IDs
There are no entries in the .STY and NYC.GCI files for vehicles with IDs 9, 15, 20, and 43. They were most likely cut at a relatively early stage of the game's development.
Early vehicles' sprites
Early sprites for the vehicles that were changed to less shiny versions after their creator, Ray Larabie, left DMA Design. Some of the vehicles didn't appear in the final game at all.
Green police cars
Originally, police cars had light green remaps, but they were replaced with blue versions in the final game. Interestingly, the green remap is still listed for them in the .STY files.
--- Interface ---
The GTA2 user interface underwent significant changes throughout the game's development. Thanks to pre-release gameplay footage and remnants in the .STY files, we can learn more about the game's early visual design.
UI versions from various stages of the game's development. The first screenshot likely comes from a prerelease recording for the German magazine GameStar. The source of the second image is unknown. The third is from the final version of the game. The graphics are from this article.
Initially, respect bars featured the faces of gang leaders instead of gang logos. The design of these bars also underwent slight changes.
Weapon Icons
The icons for the currently selected weapon were initially positioned on the left, and the graphics were much more realistic. In the fstyle.sty file (containing user interface sprites), three of them have survived. There were more, but they were likely added after the decision to move these sprites to the .STY files of individual game levels and were overwritten by newer versions.
Claude's face
In earlier versions of the game, the protagonist's face was constantly displayed in the top right corner of the screen. The sprites for this are still present in the .STY files. Interestingly, there are versions with open mouths, suggesting that Claude Speed probably wasn't mute back then.
Policeman's face
The face of a police officer is displayed when the brief text prefix is p!. However, unlike prefixes like k! for Krishna or l! for Loonies, p! is not utilized in any mission. Of course, it can be restored using custom mission scripts and changes in the .GXT files.
Policeman's face from GTA1
The face of a police officer from GTA1 in the fstyle.sty file used as an indicator for the wanted level.
--- Tiles ---
There are several tiles that were cut from the final game. They are still present in the .STY files, but are crossed out.
wil.sty - tiles #31, #357, #447, #779
bil.sty - tiles #169, #177, #178, #366, #367, #368
--- Weapons ---
In the game, there are placeholders for 15 handheld weapons (11 have sprites) and 13 vehicle weapons (9 have sprites). The sprites for the unused fields are simply colored alphabet letters. Additionally, two weapons with sprites are not used in the game: ELECTRO_BATON and CAR_BOMB_INSTANT.
Unused handheld weapons
UI placeholders for unused handheld weapons #11 - #14:
Sprites IDs user/96-99:
Collectibles of unused handheld weapons #11 - #14:
Sprites IDs code_obj/106-109:
It is possible to spawn placeholder weapons using the trainer or custom mission scripts. Sprite of the character holding the weapon is displayed correctly, but the weapon doesn't emit any projectiles. Picking up a collectible doesn't play any sound and the displayed weapon name is always "na".
Unused vehicle weapons
UI placeholders for unused vehicle weapons #9 - #12:
Sprites IDs user/109-112:
Unused collectibles of vehicle weapons #4 - #12:
Sprites IDs code_obj/142-150:
Note that collectibles for TANK_GUN, WATER_CANNON, CAR_FLAMETHROWER, JEEP_GUN and CAR_BOMB_INSTANT also have placeholder sprites, even though these "weapons" are present in the game.
It is possible to spawn placeholder car weapons using the trainer or custom mission scripts. If the weapon is not complatible with the vehicle (e.g., a tank gun on a car), fireing it will result in a crash. Picking up collectibles #9 - #12 doesn't equip the weapon.
ELECTRO_BATON
ElectroBaton is an unused handheld weapon. It can be obtained using the trainer or custom mission scripts. It seems to function like a taser. When fired near another ped, it shocks them as with a regular ElectroGun, but the victim doesn't take any damage, and the ammo doesn't deplete. If there are no peds nearby, a single 'bullet' is fired, which doesn't cause damage itself but allows for shocking at a greater distance if it hits someone. The ElectroBaton doesn't affect vehicles, lacks sounds (including the collectible pickup sound), and is also visible in conceptual graphics as the default weapon for police officers.
CAR_BOMB_INSTANT
The Instant Vehicle Bomb functions like a regular car bomb but detonates immediately upon activation. Its sprite features an exclamation mark on the right side. The collectible lacks a sprite (uses a placeholder 'I') but has a pickup sound.
--- Power-ups ---
Work in progress
--- Gangs ---
Work in progress
--- Sounds ---
Work in progress
--- Texts ---
Work in progress
--- Concept arts ---
Work in progress