the cutting room mirror

Manhunt 2

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Debug Displays#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Some things that need confirmation

Execution Information#

MH2PC-FIN_ExecutionInfo.png

Shows up during an execution, with a list of information about the currently performed execution.

EUR

USA

PC

00789818 01

PS2

005B2850 00000001

005B26D0 00000001

PSP

00445EA0 00000001

00445DA0 00000001

Wii

0057E1E0 00000001

0057DB60 00000001

Memory Usage#

MH2PC-FIN_MemoryUsage.png

Displays the current memory usage. It's broken on PS2 and PSP, always displaying 0, works as intended on Wii, displaying both MEM1 and MEM2 memory banks, and for some reason both memory banks are listed in the Windows release, but the values in both are identical.

EUR

USA

PC

0075B300 01

PS2

0066CD3C 00000001

0066CBBC 00000001

PSP

003981E4 00000001

003980E4 00000001

Wii

0050F80B 00000001

0050F18B 00000001

Active Shadow Cameras#

MH2PC-FIN_ActiveShadowCameras.png

Displays the amount of active shadow cameras.

EUR

USA

PC

0075B334 01

PS2

0066CD70 00000001

0066CBF0 00000001

PSP

00398218 00000001

00398118 00000001

Wii

0050F83F 00000001

0050F1BF 00000001

Timer Values?#

MH2PC-FIN_TimerValues.png

Attempts to display three timer values in the upper left corner.

EUR

USA

PC

0075B52C 01
0075B2FC 00

PS2

0066CF68 00000001
0066CD38 00000000

0066CDE8 00000001
0066CBB8 00000000

PSP

00398410 00000001
003981E0 00000000

00398310 00000001
003980E0 00000000

Wii

0050FA37 00000001
0050F807 00000000

0050F3B7 00000001
0050F187 00000000

Overscan Boundaries#

MH2PS2-FIN_OverscanBoundaries.png

Draws the overscan boundaries. Works as intended on PS2 and PSP, but on PC and Wii the bottom left corner is incorrectly treated as the center.

EUR

USA

PC

0075B108 01

PS2

0066CB48 00000001

0066C9C8 00000001

PSP

00397FF0 00000001

00397EF0 00000001

Wii

0050F617 00000001

0050EF97 00000001

Textbox Boundaries?#

MH2WII-FIN_GreenRectangles.png

Draws a couple green rectangles on the top of the screen. This seems to only draw correctly on PS2 and Wii, though enabling this also makes the controls not work anymore. If attempted to enable on PC or PSP, the game crashes.

EUR

USA

PS2

0066CB64 00000001

0066C9E4 00000001

Wii

0050F633 00000001

0050EFB3 00000001

(Source: Edness)

Unused Weapon Animations#

Animations For Used Weapons#

Firearms#

Watch on YouTubeIn the final game, all firearms have only one execution level, however, originally they were supposed to have three, just like all other weapons in the game. Apparently this was removed rather early, as the May 9, 2007 prototype already has them removed, with the February 4, 2007 prototype being the only known version of the game to still have them intact and functional, but they can be restored in the PC version with mods.

For Unused Weapons#

Dildos, Newspaper, And Bottle#

Link to video (age-restricted)

You read that right. You could at one time kill people with dildos and newspapers. However, their models aren't present in the final game's files, so the video uses the pliers and the nightstick. The May 9, 2007 prototype still has their models left in the files.

Vending Machine and Dumpster#

Watch on YouTubeTwo environmental executions known as Vending Machine and Dumpster were scrapped. They are fully functional even in the final game and can be brought back with modding, but their animations are unfinished and buggy.

Unused Weapons#

With Graphics#

  • Blow Torch: Setting people on fire with a torch? Fun! Sadly, only sound files and a HUD icon remains.
  • BlackJack: A leftover from Manhunt. It only has a HUD icon.
  • Camera: It is unknown what this has been used for and it only has a HUD icon.
  • Dildo: While no model remains, its animations, sounds and HUD icon still remain.
  • Acid Bottle: Yet another bottle was originally used. Only the HUD icon and audio remain.
  • Hammer: The hammer from the first game was going to appear according to sound files for its executions from the first game along with an unused HUD icon.
  • Hook: Not the Meat Hook but a hook that would have been a regular weapon. Only has a HUD icon.
  • Money: Money doesn't appear at all in the game. It has a HUD icon. It most likely would have been used as a lure or a shop or store was planned to be in the game.
  • Newspaper: Like the Dildo, the Newspaper still has its animations and a HUD icon.
  • Uzi w/ Flashlight: Would have been just a regular Uzi with a flashlight.

Sounds#

Sounds for the following cut weapons:

Acid Bottle

Blow Torch

Dildo

Hammer

Code Only#

These weapons only have code remaining which can be found in the Manhunt2.exe file.

  • Porn_(CT)
  • Noose_(CT)
  • Matchbook_(CT)
  • Cash_Bundle(CT)
  • Camera_(CT)
  • Syard_Comb_(CT)
  • S_Silencer_(CT)
  • Meths_(CT)
  • Chlorine_(CT)
  • Rag_(CT)
  • Wooden_Spike_(CT)
  • Firecrackers_(CT)
  • F_Grenade_(CT)
  • Tear_Gas_(CT)
  • Exp_Molotov_(CT)
  • Molotov_(CT)
  • Grenade_(CT)
  • Chainsaw_Player_(CT)
  • Sniper_Rifle_Silenced_(CT)
  • Glock_Torch_(CT)
  • Nail_Gun_(CT)
  • W_B_Bat_Nails_(CT)
  • Hockey_Stick_(CT)
  • Chainsaw_(CT)
  • M_B_Bat_(CT)
  • Machete_(CT)
  • IcePick_(CT)
  • Axe_(CT)
  • Cane_(CT)
  • Wooden_Bar_(CT)
  • Cleaver_(CT)
  • Pipe_(CT)
  • Jury_Blades_(CT)
  • Broken_Bottle_(CT)
  • Hunt_Knife_(CT)
  • N_Vision_(CT)
  • Lighter_(CT)
  • Water_Bottle_(CT)
  • Tripwire_(CT)

Unused Graphics#

Loading screens of the cut levels A05 (History Museum), A08 (Sorority House) and A20 (the original ending level).

A05

A08

A20

Internal Level Order#

The order of levels are different from the order in the final game, with a handful of them getting cut. Only code of the removed levels remain.

Internal Order

Level Name

Final Order

Level Name

A01_Escape_Asylum

Awakening

A01_Escape_Asylum

Awakening

A02_The_Old_House

Ghosts

A02_The_Old_House

Ghosts

A03_Neighbourhood

Domestic Disturbance

A04_SM_Nightclub

Sexual Deviants

A04_SM_Nightclub

Sexual Deviants

A07_Tolerance_Zone

Red Light

A05_History_Museum

Cut Level

A14_SugarFactory

Best Friends

A06_CIA_Trap

Most Wanted

A07_2Tolerance_Zone

Safe House

A07_Tolerance_Zone

Red Light

A10_Brothel

Bees' Honey Pot

A07_2Tolerance_Zone

Safe House

A12_Plaza

Assassination

A08_Sorority_House

Cut Level

A06_CIA_Trap

Most Wanted

A09_Burn

Ritual Cleansing

A09_Burn

Ritual Cleansing

A10_Brothel

Bees' Honey Pot

A11_Medicine_Lab

Origins

A11_Medicine_Lab

Origins

A16_TV_Studio

Broadcast Interrupted

A12_Plaza

Assassination

A17_Creepy_Farm

Altered State

A13_UNUSED

Cut Level

A03_Neighbourhood

Domestic Disturbance

A14_SugarFactory

Best Friends

A15_Cemetery

Personality Clash

A15_Cemetery

Personality Clash

A18_Manor

Release Therapy

A16_TV_Studio

Broadcast Interrupted

rowspan="5"; colspan="2"; style="border-style: solid hidden hidden solid; background-color: transparent;"|

A17_Creepy_Farm

Altered State

A18_Manor

Release Therapy

A19_UNUSED

Cut Level

A20_End

Cut Ending Level

  • A05_History_Museum
  • A08_Sorority_House
  • A13_UNUSED
  • A19_UNUSED
  • A20_End
  • A20_E1
  • A20_E2
  • A21_New_House
  • A22_Bonus1
  • A23_Bonus2
  • A24_Bonus3
  • A25_Bonus4
  • A26_Bonus5
  • B00_TestJumpnClimb
  • B01_EnvExecutions
  • B02_TestRendColl
  • B03_TestPhysProp
  • B04_TestHuntrnVis
  • B05_TestPatrol
  • B06_TestLures
  • B07_TestEffects
  • B08_TestSurfaces
  • B09_TestWeapons

The original endings had the player deciding if they wanted to kill Dr. Whyte in her lab, or similar to the final ending, killing Leo in a modified version of the asylum, which can be partly seen in the final version, in Release Therapy's end cutscene.

Placeholder Execution Audio#

These sound files are repeated multiple times in the soundbank with execution audio.

Enemies#

Female Asylum Inmates#

Watch on YouTubeIn Awakening, there were going to be female inmates.

Pervs#

The Pervs have a lot of unused lines.

Cut Weapons/Executions#

To do:
Add the leftover audios. Some of them has "jump" level exec sounds!

  • Chainsaw_Player/
  • Cleaver/
  • Hammer/
  • Knife/ or Hunt_Knife/
  • Machete/
  • Small_Bat/ or Jack/

A lot of sounds were cut along with scrapped executions with only sound remaining. Some sounds were leftover from the first game.

Weapon Executions

Level

Hasty

Violent

Gruesome

Jumping

Environmental Executions

Sound

Aztec_Altar

Bath

Chair/Wooden_Chair

Dumpster

Guillotine

Harvester

Sink

TV

Window

Unused Music#

Credits Themes#

Unused Credits Theme
The credits originally had its own separate theme instead of re-using the main theme music.

Unused First Game Credits Theme
The first credits theme from the first game is still left in.

Unused Music from a folder named "JumpAtta"#

It's very similar to Assassination's soundtrack, but has some differences. In the Wii version, it even has its own death and level end music.

Death Music
End Level Music

System Exclusive Weapons#

Some weapons can only be found in specific versions of the game.

  • Flashlight: Only found on the PS2 and PSP. It is used by Civilians, the Cops and The Bloodhounds gang.
  • Mace: Exclusive to the Wii version. It is used by The Pervs in the mission Sexual Deviants.
  • Razor: Exclusive to the PC and Wii versions. It is found in the levels Red Light, Ritual Cleansing and Origins.
  • Bottle (Weapon): Exclusive to the PC and Wii versions. It is found in the levels Ghosts, Red Light and Ritual Cleansing. Originally supposed to be a milk bottle, but the model and HUD icon were changed to a whiskey bottle.
  • Bottle (Lure): Exclusive to the PS2/PSP versions. An alternate variant of the bottle from the PC/Wii versions. This one is only used as a lure item instead of for executions. It appears in the levels Ghosts, Red Light and Most Wanted.
  • Katana: Exclusive to the PS2/PSP/PC versions. It is found in the level Broadcast Interrupted.