This is a sub-page of Proto:Gran Turismo 2/September 21, 1999 Demo Build.
While the GT Mode menus present in this demo do not differ a whole lot from previous builds, work on an important component of the final product has commenced but is not accessible without memory manipulation.
License Test Mode#
An early implementation of the License Test game mode appears in this demo, with data for ten B-License tests also being present. To access these, enable the following GameShark code (replacing the X with the last character of the desired test's codename) and press the Exit button on the GT Mode map screen:
301E0C78 0000
801E0C7B 4C48
801E0C7D 424A
801E0C7F 3X30
801E0C81 0000
The game mode's logic is mostly implemented already, with the only missing feature being the Kids Prize — awarded in the final game once the player fails to achieve the bronze target time after a determined number of close attempts. Text and graphical assets referencing that or the unimplemented "Platinum Prize" are not present in this build's data either.
When the player completes a test (or, in the case of tests B-4 and B-5, a lap) in this version, the "lap time" is immediately saved as the course's record. The final game waits until the player is taken to a name entry screen instead, saving their test result in a separate record table tied to the "event" itself.
HUD Differences#
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September 21 Demo |
November 29 Retail |
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The standard license test HUD is close to final, with only target times missing from the top right corner.
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September 21 Demo |
November 29 Retail |
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Tests that take place at circle tracks use a separate HUD that includes a lap counter, individual lap timers and a "Best Lap" section, with the total time only appearing at the end as a fourth lap timer. The final game removes these elements, leaving an empty space where the lap counter once was, and disguises the laps by labeling them "sectors."
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September 21 Demo |
November 29 Retail |
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When the test is finished, the screen is dimmed as usual, but HUD elements remain bright. The time and prize achieved are centered on screen, as no GT logo is shown above them.
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November 29 Retail |
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The "FAILED" text shown under certain circumstances is centered on screen here; the final product moves it 30 pixels south to accommodate optional text displayed to describe what triggered the failure.
September 21 Demo |
November 29 Retail |
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When a license test replay ends in this build, the "Finish" text and license result appear for a second time before the screen fades to black. The final game does not explicitly tell the viewer what prize was obtained.
Test Differences#
Although ten license tests are defined here, five of them actually are placeholder copies of test B-8 with default launch speed and target time values. The remaining five correspond to tests that appear in the final product, but differ in terms of vehicle selection and target times.
Test |
September 21 Demo |
November 29 Retail |
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B-3 |
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B-4 |
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B-5 |
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B-8 |
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B-10 |
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Menu Differences#
July 29–September 7 Demos |
September 21 Demo |
November 29 Retail |
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Suzuki's dealership menu pages have been edited to change the dimensions and color of the logo, matching the new Arcade Mode manufacturer graphic. The Alto Works on the new car lineup page also had its name corrected to "RS/Z."









