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This game was never completed and/or given a public release. |
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This prototype is documented on Hidden Palace. |
Jet Moto 2124 was intended to be a futuristic followup to the highly-underrated Jet Moto games, to be released in Spring 2000. Unfortunately, problems during development, as well as the relatively lackluster sales of Jet Moto 3, resulted in its cancellation.
What seems to be an early test build was acquired by Jet Moto Central and released on January 14, 2014.
Unused Tracks#
Atlantis II#
Known in-game as ATLAN_2. This track uses a similar aesthetic as Atlantis, but has a completely different layout. According to developers, this stage was scrapped due to being too difficult for the first stage in the game, and was thus replaced with Atlantis.
The following code will replace Atlantis with Atlantis II:
300C55EC 0041
300C55ED 0054
300C55EE 004C
300C55EF 0041
300C55F0 004E
300C55F1 005F
300C55F2 0032
Neo Rio#
Known in-game as NEORIO. This track crashes the game when loaded.
An unused trophy for Neo Rio exists in the game's files.
Pacific Ocean#
Known in-game as PACIFIC. This track is a near-duplicate of Atlantis II with only some minor aesthetic changes. The files are located after Neo Rio, indicating that Atlantis II was to be brought back after being cut with a slight change in its theme before being scrapped again.
The following code will replace Atlantis with Pacific Ocean:
300C55EC 0050
300C55ED 0041
300C55EE 0043
300C55EF 0049
300C55F0 0046
300C55F1 0049
300C55F2 0043

The beginning of the track. Note the different sign compared to Atlantis II.

The turn right after the underwater tunnel.

The ship jump, now with less protective barriers.

Again, note the yellow arrow sign.
Test Track#
Known in-game as CRYS_COM. This track is a flat plane made up of a grid of various textures.
The following code will replace Atlantis with Test Track:
300C55EC 0043
300C55ED 0052
300C55EE 0059
300C55EF 0053
300C55F0 005F
300C55F1 0043
300C55F2 004F
300C55F3 004D
300C55F4 0000
300C55F5 0000
300C55F6 0000
300C55F7 0000
300C55F8 0000
300C55F9 0000
3001430C 0043
3001430D 0052
3001430E 0059
3001430F 0053
30014310 005F
30014311 0043
30014312 004F
30014313 004D
X_PUZZLE, CREST_RA, X_TEST, and FRNTEND#
Four tracks that crash the game when loaded.
Unused Characters#
The game was meant to have 8 hidden characters. The full list of characters as referenced in the game is as follows:
Maxx
Brainiac
Mortician
Bomber
Dancer
Hellbound
C4
Wildride
Stilleto
Grumpyj
Smiley
Baron
Spookey
Jed Moto
Orbit
Captain Moto
Pink Rider#
Textures for a second pink rider.
Old Mortician#
Textures for an old version of Mortician.
Alien#
Textures for an unused alien rider.
Smiley#
Smiley is fully playable in the game with the following code:
MAXX TO SMILEY
300C5588 0053
300C5589 004D
300C558A 0049
300C558B 004C
300C558C 0045
300C558D 0059
He is difficult to handle and prone to bouncing really high into the air.

Smiley as it appears in-game.

Smiley after bouncing really high.

The front side of Smiley.
Smiley's textures.
Tron Racer#
Another unused playable racer exists within the game's files. This character appears invisible at first, but becomes jet black when first entering a dark area.
Unreachable Powerup#
This hidden turbo powerup can be found only by falling under the track on the Phobos stage.
Build Date#
Present near the beginning of the ROM.
Wed Mar 01 10:17:56 2000
Unused Images#
Given the unfinished nature of the game, there are a lot of images that go unused here.
Screens#
A development credit for Sony Interactive Studios America, recycled from 2Xtreme. It was most likely a placeholder for either the 989 Studios logo video or for Pacific Coast Power & Light's own logo.

A couple of screens involving legal info.


These screens were meant to be displayed at the end of a demo build of the game.

This screen was meant to be shown when loading stunt mode.
Renders#

An unused logo image.
A simple test image, showing a screenshot from Jet Moto 2.
Another test image.

There are also a couple of other unused renders hidden in the game's files. Their intended purpose is unknown.
Jet Moto 2125#
There are several leftover images from a much earlier build of the game, titled Jet Moto 2125.




These images were used for the title screen. Interestingly, the background is also stored as a separate file, despite the menus coming pre-assembled in the first three images.


These images were used for the options menu. Likewise, there are several elements that are saved separately, despite the pre-assembled menu screen.
A couple of early speedometer designs.
Unused Music#
The tracks "Falling" and "Keep Hope Alive" go unused, as they were intended to play on Pacific Coast and Neo Rio, respectively.
Foobar's Album#
Another file in the game's code gives more information about the game's music.
Back on a Mission - Cirrus
Blowing Up - Ellis Dee
Doorway - Easedrop
Escape - Gyrate
Flip the Track - Trip Theory
Fear of Flying - Uberzone
Stargazer - Deepsky
Godspeed - BT
Pistol Whipped - Josh Ryan
Believe - Uberzone
Source Code#
Contained on the disc is MUSIC.H, which contains the following code. Note the inclusion of the unused songs.
/***************************************************
File created by Audio Grinder
for xa file -> MUSIC.XA
***************************************************/
#ifndef MUSIC_XA
#define MUSIC_XA 0X4D555349
#define XA_BELIEVE 11 /* (112.373337s) */
#define XA_BLOWING_UP 6 /* (125.173340s) */
#define XA_B_O_A_MISSION 8 /* (120.053337s) */
#define XA_DOORWAY1 7 /* (121.386673s) */
#define XA_ESCAPE 10 /* (114.613335s) */
#define XA_FALLING 5 /* (125.973335s) */
#define XA_FEAR_OF_FLYING 1 /* (130.026672s) */
#define XA_FLIP_THE_TRACK_2 0 /* (139.520004s) */
#define XA_GODSPEED 3 /* (129.386673s) */
#define XA_KEEP_HOPE_ALIVE_3 9 /* (116.053337s) */
#define XA_PISTOL_WHIP_2 2 /* (129.973343s) */
#define XA_STARGAZER 4 /* (126.026672s) */
#endif
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The Jet Moto series | |
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PlayStation |
Jet Moto • Jet Moto 2 (Demo) • Jet Moto 3 (Prototype) • Jet Moto 2124 |
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Windows |
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