the cutting room mirror

Courses

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This is a sub-page of Proto:Gran Turismo 2/September 21, 1999 Demo Build.

This build of Gran Turismo 2 contains data for 51 courses. A little more than half of these is unchanged from the September 7 demo, while three tracks are first seen here: highway2000, tahiti_d_new and TC_lisence.

Four courses — dirt_test1, dirt_test2, Rome Circuit Full Course and test2 — received minute data modifications not documented on this page.

Returning Gran Turismo Courses#

Max Speed Attack (maxspeed)#

GT2-Proto-0921-crsobj-maxspeed-thumb.png

This iteration of the speed test version of Test Course is mostly unchanged from the August 30 demo, but most of the issues with disappearing polygons have been addressed.

Course ID: $C
In-game label: Test Course

(Video footage here)

Grand Valley East Section (short)#

GT2-Proto-0921-crsobj-short-thumb.png

GVE's texture shading now matches the final product for the most part, with few sponsor graphic differences persisting. The error where building textures overwrite the player car's remains, however, and one point near the end of the track now has the potential of freezing the game during replays.

Course ID: $1D
In-game label: grand_vally_east(sic)

(Video footage here)

Cut Courses#

Dirt Test 3 (dirt_test3)#

GT2-Proto-0921-crsobj-dirt_test3-thumb.png

This dirt track here is mostly the same as before, with just a new guardrail texture for difference.

Course ID: $6
In-game label: L_dirt_test3

(Video footage here)

highway2000#

GT2-Proto-0921-crsobj-highway2000-thumb1.png GT2-Proto-0921-crsobj-highway2000-thumb2.png This course is a stripped down variant of Special Stage Route 5. Unlike the similarly named seattle2000, it does not contain any sort of questionable data or excess that would cause it to break the game.

Besides lacking most of the buildings featured in the original track, a notable difference is the fact that t_sky is assigned as its skybox, and it even is flagged as a daytime course in .crsinfo. This causes some graphical glitches, as the circuit was not adapted in any way to use a skybox other than dawn, but otherwise does not affect gameplay.

Course ID: $9
In-game label: N/A

(Video footage here (t_sky) and here (dawn))

Old Tahiti Dirt Route 3 (tahiti_d)#

GT2-Proto-0921-crsobj-tahiti_d-thumb.png

Old TDR3 had its main straight overhauled with new tarmac textures, the removal of the "sidewalk" next to the beach and new guardrail textures. The data issues that resulted in a crash during replays have been addressed as well.

This is the final iteration of tahiti_d, which would be superseded by tahiti_d_new and eventually deleted from the game's tree.

Course ID: $20
In-game label: Tour de tahiti (Safari crouse)(sic)

(Video footage here)

New to Series#

Grindelwald (grindel)#

GT2-Proto-0921-crsobj-grindel-thumb.png

This version of Grindelwald continues the trend of making textures darker by altering the brightness of the road surface as well as the boxes delimiting the pit lane. Overall, it remains very different from the final product cosmetically, and no A.I. logic or cinematic camera setup is present yet.

Course ID: $7
In-game label: Grindelwald

(Video footage here)

Laguna Seca Raceway (laguna)#

GT2-Proto-0921-crsobj-laguna-thumb.png

Laguna Seca received some further improvements, especially around the pit lane area — trucks were replaced with the structures found in the final game (sans advertisement) and the road leading to the pits was shortened. Road and sand textures appear to have been changed to some extent too, with new graphics appearing alongside the old ones in arbitrary points of the course.

Course ID: $B
In-game label: Laguna seca

(Video footage here)

Apricot Hill Speedway (new_parmaS)#

GT2-Proto-0921-crsobj-new_parmaS-thumb.png

Apricot Hill was fleshed out cosmetically, with decorative buildings and vegetation surrounding parts of the circuit now. Several other details such as the road surface and walls have been altered as well, however next to none of it matches the final product. Elements like hills and the Dunlop Bridge are still missing, some vegetation floats above the track and basics like a pit lane are nowhere to be seen yet.

Layout-wise, the final chicane is closer to the finished product than in previous iterations, but its surroundings still differ to an extent and, like a previous point of the course, invisible walls block the path. The A.I. pathing still seems to be aligned to an earlier design of the segment and cars will drive into the wall here.

Course ID: $11
In-game label: parma2

(Video footage here)

Smokey Mountain North (no_name_dirt)#

GT2-Proto-0921-crsobj-no_name_dirt-thumb.png

SMN has been made closer to its final iteration in terms of topology and scenery, but still looks fairly empty visually due to the lack of buildings, spectators, advertising and surrounding mountains. Cinematic cameras were mostly swapped between laps 1/3 and 2, and now match the final set for a good extent.

Course ID: $14
In-game label: no name dirt

(Video footage here)

Midfield Raceway (parma)#

GT2-Proto-0921-crsobj-parma-thumb.png

Midfield is mostly unchanged from the previous demo, with its sole modification being the addition of advertisement signs next to the second tunnel.

Course ID: $15
In-game label: Parmanent

(Video footage here)

Rome-Night (roma_night)#

GT2-Proto-0921-crsobj-roma_night-thumb.png

Rome-Night received further cosmetical changes, with more scenery added, placement and lighting of certain props altered, textures of run-off areas cleaned up and a nicer pit lane road. Cinematic cameras have been added for the first two laps and, aside from one take, match the final product.

Course ID: $18
In-game label: roma_night

(Video footage here)

Seattle Short Course (seatt_s)#

GT2-Proto-0921-crsobj-seatt_s-thumb.png

Seattle Short was tweaked in the area around the final U-turn, with proper signage, curbing and tire barriers where it would connect with the full layout. A rough pit lane entrance has been modeled, but it leads to a dead end as no exit is present.

Course ID: $1A
In-game label: Seattle short

(Video footage here)

Seattle Circuit Full Course (seattle)#

GT2-Proto-0921-crsobj-seattle-thumb.png

Seattle Full received minor modifications in the form of shorter buildings behind the pit lane garages and subtle changes to two cinematic cameras.

Course ID: $1B
In-game label: Seattle

(Video footage here)

Super Speedway (speed)#

GT2-Proto-0921-crsobj-speed-thumb.png

The brightness of certain building textures was adjusted in this iteration of Super Speedway, with more noticeable changes being a lower height of the "roof" structure at turn 2 and different placement of trees.

Course ID: $1E
In-game label: Super speedway

(Video footage here)

Tahiti Dirt Route 3 (tahiti_d_new)#

GT2-Proto-0921-crsobj-tahiti_d_new-thumb.png

This version of TDR3 contains most of the general scenery and topology seen in retail builds of GT2, but still differs to a small extent in terms of decoration — buildings, fences, signage, advertisement signs and spectators are absent at points. Elevation differs slightly in sector 3, but otherwise is consistent with the final product. A.I. and cinematic are implemented, with the latter containing minor differences in terms of view angles.

Course ID: $21
In-game label: tahiti_dirt_new

(Video footage here)

License Test Segments#

Work on the license test game mode is in its early stages in this build, and some of the previously implemented test segments have received much-needed updates to go with it.

Braking Test (TC_lisence)#

GT2-Proto-0921-crsobj-TC_lisence-thumb.png

This is the segment of Test Course used in GT2's "Start, Acceleration, & Braking" (B-1, B-2, B-3) and "High-speed Braking" (A-1) license tests, as well as the 0-400m and 0-1000m machine test modes. Aside from the lack of wheel arch replay camera, this iteration is essentially complete.

Course ID: $0
In-game label: L_start&stop

(Video footage here)

30-Meter Circle Track (circle30)#

GT2-Proto-0921-crsobj-circle30-thumb.png

The 30m circle track is very close to final now, with its only cosmetical difference being a Gran Turismo logo in place of the "START FINISH" text of the start/finish sign. A.I. is not implemented yet.

This course is now paired with a unique skybox — circle30sky — instead of the general purpose speedsky.

Course ID: $1
In-game label: L_circle30

(Video footage here)

80-Meter Circle Track (circle80)#

GT2-Proto-0921-crsobj-circle80-thumb.png

Like its 30m counterpart, the 80m track is almost done, with a possibly miscolored Gran Turismo logo where "START FINISH" text exists in the final product. No A.I. is implemented here either.

Its new skybox, circle80sky, has a more magenta tint to it than the finished product, and has a noticeable seam at its upper limit.

Course ID: $2
In-game label: L_circle80

(Video footage here)

S-turn 1 (test_s1)#

GT2-Proto-0921-crsobj-test_s1-thumb.png

This iteration of test_s1 mostly matches the final product, with minor differences being early "CHECKPOINT" signs in place of the start and finish ones, the lack of grandstands and absence of yellow guidelines.

Course ID: $2F
In-game label: L_test_s1

(Video footage here)

U-turn left (test_ul1)#

GT2-Proto-0921-crsobj-test_ul1-thumb.png

Like test_s1, this test segment is mostly final, with differences in start and finish signs as well as no guidelines. It no longer hides a second turn behind its tire wall.

Course ID: $30
In-game label: L_test_ul1

(Video footage here)