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Need for Speed: Carbon

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Bonus Cars#

Due to the game having been rushed for a Halloween 2006 release, as well as the limited disc space on the 6th generation systems, and to keep things mostly consistent, certain cars had their GEOMETRY.BIN not complete, and with either Electronic Arts or Black Box only wanting to have two Tier 1s, four tier 2s and five tier 3 car options per car type in Career mode due to the aforementioned limitations, certain cars were restricted to Quick Race mode, with their IsCustomizable field being set to False.

However, some paid DLC and Collector's Edition included some purchasable/customizable cars, due to having four body kits and complete autosculpt parts.

Unlocking Conditions#

The Chevrolet Camaro Concept and Koenigsegg CCX, which are only available in the Collector's Edition are coded to be unlocked at the beginning; due to the hashes 0x000125FD/75261 (for the CCX) and 0xC2B3A220/3266552352 (for the Camaro Concept) being present in frontend customization 0xa6fac6bf (feDefaultUnlockable). By either removing or replacing the aforementioned hashes in OGVI/NFS-VLTEd, the CCX and/or Camaro Concept will no longer be unlocked by default for new save games.

Unused Prices#

Several bonus cars feature unused prices for the car lot.

According to the game data in NFS-VLTEd and OGVI, these cars have prices set, but cannot be seen in the Car Lot due to their IsCustomizable field being set to False. However, setting it to True makes these cars purchasable in the Car Lot.

  • Audi Le Mans quattro - $250.000
  • BMW M3 GTR (E46) (Race) - $300.000
  • Chevrolet Camaro Concept - $100.000
  • Chevrolet Chevelle SS 454 - $65.000
  • Ford Shelby GT500 (S-197) - $140.000
  • Koenigsegg CCX - $250.000
  • Lamborghini Murciélago LP 640 - $245.000
  • Lexus IS 300 (JCE10) - $27.000
  • Lotus Europa S - $50.000
  • Mitsubishi Eclipse GS-T (Gen II) $35.000
  • Pagani Zonda F - $250.000
  • Plymouth Road Runner - $85.000
  • Pontiac GTO (2005) - $35.000
  • Porsche 911 GT3 RS (997) - $245.000
  • Toyota Corolla GT-S (AE86) - $15.000
  • Toyota MR2 (SW20) - $25.000

(Source: Need for Speed Wiki)

DLC Cars#

Three cars, namely the 1971 Dodge Challenger R/T 440, 2003 Infiniti G35 Coupe (CV35) and the 2006 Porsche 911 Turbo (997.1) can be found as a complete model, with complete bodykits (except for the 911 Turbo (997)'s first bodykit; despite having all bodykits copied from the Porsche 911 Carrera S (997.1) that was featured in the previous game), autosculpt parts, proper vinyl mapping, as well as actual performance data and can be acquired in the car lot in Career mode if unlocked via DLC purchase. They also have prices assigned to them, but they are unused in the Xbox 360 version since cars unlocked via DLC have their price tag removed. This isn't the case on PC, however, where DLC cars still have in-game price tag attached.

Three more DLC cars, the 1986 Toyota Corolla GT-S (AE86), 2006 Ford Mustang Shelby GT500 (S-197 I) and 2005 Pagani Zonda F, can only be used in Quick Race mode due to their IsCustomizable field having been set to False. All of the aforementioned cars have two variants (a stock variant and a pre-tuned (AE86)/recolored (Zonda/GT500) variant) that can be found in the Custom car section.

These cars are technically present in all versions, but since the DLC were only released for the PC and Xbox 360 versions, they are unobtainable in the PlayStation 2, GameCube, Xbox, PlayStation 3 and Wii versions without modding the game or editing the save file.

To make the cars available through modding, an unlock condition must be put on these cars using the reward/car_unlocks of the said cars, or they must be added to feDefaultUnlockable field to make them available by default for new save games. The Corolla's, Zonda's and GT500’s IsCustomizable fields must also be set to True in order to appear in Career mode/My Cars.

Unremovable Vinyls#

The stock preset skins of the 1986 Toyota Corolla GT-S (AE86), 2006 Porsche 911 GT3 RS (997.1), 1970 Chevrolet Chevelle SS 454, 1968 Plymouth Road Runner 383 and the 2001 BMW M3 GTR ALMS Race Car (E46) uses an unremovable texture vinyl instead of a vector vinyl, due to using VinylGeneric instead of a VectorVinyl, in their PresetSkins entry. likely to save on loading times on older hardware while being set up as quick race only-cars. The GenericVinyl can be removed through either Binary or by changing the StockPresetSkin in NFS-VLTEd in the ecar vault to allow custom vinyls to be applied to the said cars.

Oddly enough, this oversight is also present on Nikki's Ford GT preset, which is customizable by default if she is in your crew.

Unused Unlocking Condition#

The node of the Tuner car lot contains an unused rewards/car_unlocks/camaro, which indicates the 1967 Chevrolet Camaro SS 396 is unlocked just by visiting the Downtown Car Lot for the first time, which is likely a test for the rewards/car_unlocks node, as the 1967 Chevrolet Camaro SS 396 is the starter muscle car. However, the Camaro can be made unlockable by removing or replacing the 0xA10D3372 in the frontend/customization node, otherwise any car can be input for unlocking via just visiting the Tuner Car Lot.

Unused vinyls#

There unused vinyls found game files:

Unused races#

Most of them are only included in the Spanish 1.2 PC release and Xbox 360 release.

race_bin_casino/5_war#

Initially, it would have been a Race Wars event, unlocked after beating Darius. It has some missing and incorrectly-directed barriers as some of them aren't set to reverse. According to VLT data, it had 3 laps, 19 opponents (even for PC). Its name was "Platinum Condos" according to language files and it had its own track map.

race_bin_casino/extra01#

A Speedtrap race that takes place in Silverton. It doesn't have any speedtraps, and the finish line is placed high in air, meaning the race can't be finished normally.

race_bin_casino/extra04#

A Drift event. It takes place in the void, however according to the PlayStation 2 demo, it was supposed to take place on a cut drift track.

race_bin_casino/extra05#

Ditto, except it takes place in a different position.

race_bin_casino/extra06#

Ditto, except this time it takes place closer to the aforementioned track.

race_bin_casino/extra07#

A Sprint race. it doesn't have barriers nor shortcut-specific coordinates.

race_bin_collectors/21_1_1_circuit#

A leftover from Need for Speed: Most Wanted (2005).

race_bin_demo/sf_2_1_demo02#

Not to be confused with the race that is playable in demos which is sf_2_1_demo01. Appears to be identical to the aforementioned race, but with Mazda opponents.

race_bin_demo/mu_1_1_demo03#

A demo race. Interestingly it takes place in Kempton, the part of Palmont's map which isn't included in any available demos. It appears to be identical to the "Beachfront" race aside from demo-specific changes such as intro cutscenes, opponents.

race_bin_drift/drag_test#

A test race used for Drag game mode. This mode was scrapped prior to release. The event takes place in the void close to the drift course. Unfortunately, running the race will send you to an infinite loading screen, as the game mode is broken. Interestingly, the race progression name (used for Most Wanted for Blacklist system) is called as drift, and they were used for testing.

race_bin_drift/drift_test#

A test race used for Drift game mode. Just like the Drag Test, it also takes place close to the drift course, which means either the drift course was moved or was intended to be played on a test map.

race_bin_drift/knockout_test#

A test race used for Pursuit Knockout game mode, taking place in San Juan.

race_bin_drift/p2p_test#

A test race used for Sprint game mode, unfortunately, aside from its entry in the Children section in its race progression, no content of the race remains in the game files.

race_bin_drift/tag_test#

A test race used for Pursuit Tag game mode, taking place in San Juan.

race_bin_drift/touge_test01#

A test race used for Canyons (not the game mode). It takes place in Gold Valley Run, however the coordinates for checkpoints are incorrect, which means the canyon was moved later.

race_bin_drift/touge_test02#

Ditto, but it takes place in Deadfall Junction canyon. However, according to VLT data, the intro cutscene calls for IntroStaggerTEST NIS, which isn't in the final game.

race_bin_drift/touge_test03#

Ditto, but it takes place in Devil's Creek Pass canyon.

race_bin_drift/touge_test04#

Ditto, but it takes place on the Lookout Point canyon. This time, it has correct positions, and has a rolling start with the countdown disabled.

race_bin_exotic/extra01#

A Speedtrap event taking place in Fortuna. It doesn't have barriers, and one of the checkpoints is misplaced. Interestingly, it has its own track map included in the Review build and PlayStation 2 version under a different name, and includes the road that isn't seen in the final map. If overlaid on the final map, it shows that Fortuna might've had a different layout.

race_bin_exotic/extra02#

A sprint race taking place in Fortuna, it doesn't have barriers and the start line is misplaced.

race_bin_muscle/extra01#

A drift race taking place in the void.

race_bin_muscle/extra02#

A reverse version "Dover and Lepus" sprint, it has incorrectly-directed barriers.

race_bin_tuner/extra02#

A circuit track that is identical to "North Road" race.

race_bin_tuner/extra04#

A reverse version "Garden Boulevard" circuit track.

race_bin_tuner/extra05#

A reverse version "Mason Street" sprint track.

race_bin_tuner/extra06#

A drift race. It is identical to the race "Old Quarter", except it doesn't have barriers that block shortcuts.

race_bin_tuner/online_test#

A circuit test race used for the Online mode.

Unused maps#

These known unused tracks below are present in the game's GLOBALB.BUN file, although only settings of these tracks are present. The unused tracks' files (LXRX.BUN and STREAMLXRX.BUN) do exist in Japanese Xbox 360 release of the game.

(5900) (L5RJ) NIS#

A track which was used to test Non-Interactive Scenes during development, this track is also seen in pre-release developer screenshots.

(5800) (L5RI) NIS#

Ditto, but this track's stream textures are either blank or missing; at least map collision is still present.

(5700) (L5RG) Drift Testing#

A small, flat map for testing drifting.

(5600) (L5RF) Drift Testing#

Ditto, though this map is a port of an earlier or unfinished version of Bayview Speedway from Need for Speed: Underground 2.

(5400) (L5RD) Carbon NG Test#

A test map for the game on seventh generation consoles (hence its name). This track node got added and referenced early, and the track node can be also seen in Most Wanted (2005)'s GLOBALBfile. It was originally named as (5400) Repo Man in the OPM demo and Alpha 124 builds of Most Wanted (2005). It is a test for Palmont City, along with one of the earliest, if not the first versions of Downtown Palmont. Some objects are misplaced and there are invisible roads and walls in certain areas.

(2000) (L2RA) Most Wanted World#

A leftover from Need for Speed: Most Wanted, this track is identical to that game's as it features the Rockport City map. Watch on YouTubeWatch on YouTube

Pursuit#

10 heat levels were made possible, although only 8 are used in the game with a maximum of 5 heat levels in Career mode. Levels 9 and 10 may have been dropped for design scope or technical reasons.

  • Heat Level 9 features Police Civic Cruisers.
  • Heat Level 10 features multiple Sergeant Cross Corvettes.

Source: Game files: attributes.bin

Presets#

Preset Errors#

Overlaid bodykits#

Certain presets are coded to have both the wide body kit (KITW) and stock bumpers applied at the same time, such as Cross’ 2006 Chevrolet Corvette Z06 (C6), the 2001 Lamborghini Murciélago Coupe from the Collector’s Edition (CE_MURCIELAGO) or the pre-customized 2000 Lexus IS 300 (JCE10) (IS300_2).

One can simply use Binary and remove the AutosculptBumpers by blanking them out to fix the aforementioned issues.

Stacked Deck Cars#

The Stacked Deck cars, namely, Kenji’s Mitsubishi Lancer Evolution IX MR-edition (CT9A), Angie’s Dodge Challenger Concept and Wolf’s Lamborghini Murciélago are fitted with their bodykits overlaid on top the stock body and are missing all four brakediscs.

Unused/Scrapped Presets#

HERO#

A preset for the Toyota Supra (JZA80) that is seen in the prologue scenes of the game, seen in VLT data. This preset was cut likely due to either the lack of development time, car slots or cleanup. According to the 19th September 2006 preview prototype, and it would have been Darius' Supra, though with different Autosculpt properties and lacks color and vinyl .

M3GTR_2#

The unused BMW M3 GTR (E46) ALMS GT preset

An unused preset skin. This one is painted in Carbon Black Metallic instead of Titanium Silver Metallic and having the "HEROCAR" generic vinyl This preset skin was intended to be for an alternate second variant of the BMW M3 GTR (E46) GT in the Custom Section, which would have worked the same way as the Porsche 911 GT3 RS (997.1), Ford Mustang Shelby GT 500 (S-197), Chevrolet Camaro Concept, Lamborghini Murciélago LP 640, Koenigsegg CCX and the Pagani Zonda F having a second recolored variant by using the preset_skin and the pvehicle entry of the said cars.

Nikki's lower tier cars#

The in-game files indicate that Nikki was going to drive a 2005 Chrysler 300C SRT-8 (LX) for Tier 1 and a 2005 Dodge Charger SRT-8 (LX) as her Tier 2 car. In the final game, she only drives her Tier 3 car, a 2005 Ford GT (Gen.1) due to it also being coded to be her InitialCarTier1 and InitialCarTier2. The lower-tier presets can be enabled using NFS VLT-Ed or OGVI, either as bonus cars through frontend preset_rides or as her wingman preset by using the InitialCarTier1 and InitialCarTier2 settings and changing the preset to T1_NIKKI and T2_NIKKI.

Of note that unlike these unused SRT presets, which are mostly complete, Nikki's Ford GT lacks its brake discs, has its side skirt overlaid and its vinyl is unremovable.

CARRERA_GRNP_7#

An unused preset for the 2004 Porsche Carrera GT (980) of unknown use. This preset is notably missing its roof top, brake discs and has a broken body color.

Textures#

Several unused texture files can be found in the game files of the retail game and the PlayStation 2 demo, although some may be leftover content from the overlapping development of Need for Speed: Most Wanted (2005).

Some of these include SECONDARY_LOGOs for cars that were not in the final game, but were deleted due to the desired car list variety (two Tier 1s, four Tier 2s and five Tier 3s per car type)

Also, the BMW M3 GTR (Race) uses a generic CARSELECT_MANUFACTURER and SECONDARY_LOGO wordmark texture instead of the actual BMW logo and the M3 GTR logo from Most Wanted (2005).

Unused Customization#

Several cars were originally supposed to have 5 bodykits, according to the in-game ecar data, but because the game would be too big for the time it was being developed, and the amount of consoles the game would be released on, many returning cars from Need for Speed: Most Wanted only have 4 bodykits each, with the fifth one being deleted.

The GEOMETRY.bin for cars that had 5 kits has a skipped number (eg. Mitsubishi Lancer Evolution IX MR-edition does not have a KITW01, which indicates the first bodykit was deleted likely for optimization reasons).

CUSTOM_CUDA vinyl#

An unused vinyl for the 1970 Plymouth HEMI 'Cuda (Gen. 3). This vinyl meant the Cuda was supposed to have a custom preset car, since it was grouped with the Quick Race-only cars' custom vinyls and the custom vinyls for the Collector's Edition presets.

Also, there is an oddity that the 0x02FE7D16/50232598 (which is the hash for the 1967 Shelby GT500's Collector's Edition pre-tuned bonus car) is present in two entries for the frontend customization feDefaultUnlockable, which suggests, that there were plans for a bonus Hemi Cuda that would have been exclusive to the Collector's Edition, but it was scrapped, likely due to the lack of car slots, instead, duplicating the aforementioned hash.

Unused/Unfinished Cars and Meshes#

A number of cars and meshes from the predecessor can be found in the game's resources. However, they were not completed due to the development time needed, as the publisher forced Black Box to rush the game for an October 31, 2006 release, which would make the developers set a limit of two Tier 1s, four tier 2s and five tier 3 cars per type.

Some of the cars and meshes are leftovers from Need for Speed: Most Wanted.

Partially Finished Cars#

Two cars from the previous titles, namely, the 2000 Lexus IS 300 (JCE10) and 2005 Pontiac GTO (Gen. 5) were fully playable cars in the previous title, Need for Speed: Most Wanted, however, due to the game being rushed for an October 2006 release, the IS 300 and GTO were rendered incomplete, with only one bodykit ported from the said title (Bodykit 3 for the GTO, Bodykit 2 for the IS 300), and with a few leftover hoods from the Most Wanted (2005). As a result of the incomplete geometry, the custom hoods retain their vinyl mapping from the aforementioned title, leading to poor vinyl mapping, as well as on the GTO’s third bodykit.

Owing to their incomplete state, they have their IsCustomizable field set to False to prevent them from being bought/used in Career mode, making them Quick-Race only cars. Changing their IsCustomizable field to True enables purchasing them in Career mode and customizing them in My Cars. Their prices are identically set as what they had in Most Wanted (2005).

The cars have their kit ported due to being used for their customized variant (IS300_2 and GTO_2), which are pre-tuned variants of the aforementioned cars for use in the Quick Race mode. However, the IS 300's customized variant is incorrectly fitted with bodykit 2 overlaid on top of the stock bumpers, which can be fixed using Binary.

Unfinished Cars#

Some of these unfinished cars appear unused in PS2 and Wii console versions of Undercover developed by Exient Entertainment, as it is a modified version of Carbon.

Audi A4 3.2 FSI quattro (B7)#

The Audi A4 3.2 FSI quattro (B7) was originally supposed to be a usable car. The model is fully customizable with the exception of some Autosculpt parts or refined performance. Also, due to being unfinished, the vinyls are mapped poorly.

It has five body kits although they all have missing meshes and textures. Since only the mesh of the car is in the game files, it has no performance parts.

Watch on YouTube

Cadillac CTS (Gen. 1)#

The Cadillac CTS can be found in the game files of Carbon. The model has the same customization properties as the Audi A4 above with some missing Autosculpt parts, refined performance, and poorly mapped vinyls.

It has four body kits without meshes nor textures. Since only the mesh of the car is in the game files, it has no performance parts.

Watch on YouTube

Mazda Mazda3 (BK3P)#

The Mazda3 is one of the unfinished cars intended for the game, The model does not have any stock rims, interior, performance parts, bodykits, nor hoods. It even causes game crashes when the player scrolls to the rear bumper in the Autosculpt section.

A model fix was made for the Mazda 3 that restores the car, by converting the hoods and bodykits from the MazdaSpeed 3, and the stock rims come from the Mazda RX-8.

It was likely scrapped due to the higher performance Mazda MazdaSpeed 3 already existing.

Watch on YouTube

Porsche 911 Turbo S (996.2)#

The Porsche 911 Turbo S (996.2)'s model can be found in the game files. Fully customizable model with the exception of some Autosculpt parts or refined performance.

The 911 Turbo S (996.2) has four body kits although they all have missing elements including headlights and an interior mesh, however, the stock body kit is made up of a single sphere mesh for the purpose of testing and refining car shader materials. Also, the model does not contain any autosculpt materials, which can crash the game if the player scrolls to the rear bumper section. Also, the car lacks a SlotOverrides entry for its spoilers, which makes it use regular instead of Porsche-oriented spoilers. Also, due to the incomplete geometry, vinyls are poorly mapped on the aftermarket hoods.

Watch on YouTube

Porsche 911 Carrera S (997.1)#

The Porsche 911 Carrera S (997.1)'s model can be found in the game files. Fully customizable model with the exception of some Autosculpt parts or refined performance.

It has five body kits although they all have missing elements and textures. Since only the mesh of the car is in the game files, it has no performance parts, as it lacks a pvehicle and ecar node. Like the 911 Turbo S (996.2), the car lacks a SlotOverrides entry for its spoilers, which makes it use regular spoilers instead of Porsche-oriented ones. Also, the vinyls are mapped poorly on the 5th bodykit and on the aftermarket hoods.

Watch on YouTube

Volkswagen Golf GTI (Mk.V)#

The Volkswagen Golf GTI is fully customizable with the exception of some Autosculpt parts or refined performance.

It has four body kits with missing elements and textures. Since only the mesh of the car is in the game files, it has no performance parts. Also, due to being unfinished, the vinyls are mapped poorly.

It was likely replaced by the higher performance 2005 Volkswagen Golf R32 (Mk.V) during development.

Watch on YouTube

Unused strings#

The strings are located in multiple files, each one that are meant for Frontend, Global and Ingame.

Event Names#

The track names that are not used by any route are referred in language files:

Mount Kempton Drift
Silverton Peak Drift
Kenji Battle
Angie's Last Resort
Engage the Wolf
Platinum Condos

Cutscene subtitles#

Several sentences from cutscenes were either removed or shortened in the final game. Some of them can be seen in the Collectors Edition videos such as Page To Picture, Characters and On Set. Most of the dialogues can be found in the game files.

Attract#

The string below was used in Xbox Live Arcade and PlayStation 2 demos.

  • "Yeah. I heard you were back in town. Now I want to hear you're gone." - Kenji

Seq01_Opening#

  • "I can't believe Darius gave you this car. Start it up, let's hear it." - Nikki
  • "I think you're ready, I think you're going to blow them away." - Nikki or Darius
  • "I don't have time for this, you...you know what? This is..." - Darius
  • "I have suspect party in custody. Suspect is code 5 and I'm still code 8. Repeat, code 8 assistance required. Hey! Don't move! Suspect is resisting arrest. We have a code 8 here. Get 'em cuffed!" - Several police officers

Seq02_Busted#

"Whoa! Damn! My bad Romeo, my bad. Look, we'll catch up real soon. You have yourself a nice night. (Laughing)" - Jonathan Cross

Seq05_Safehouse#

  • "Listen. I... I'm not saying you wouldn't have won but were you watching when I put that guy into the wall?" - Neville
  • "Hey, Nikki. You miss me?" - Neville
  • "Wha... What's to put up with?" - Neville
  • "Nothing, ah you're a nice guy." - Sal

Seq06_SamsonFlashback#

  • "Hey! Stop! Freeze! I got ya! Get down on the ground!" - Unknown police officer

Seq07_Restaurant#

  • "How'd you hear?" - Darius
  • "A friend mentioned it." - Darius' Henchmen
  • "Is this because I had a thing for him? That's ancient." - Nikki
  • "What's gotten into you?" - Nikki or Darius
  • "Not all races are won on the track." - Nikki or Darius

Seq08_YumiFlashback#

  • "I usually notice things everyone else misses, like, faster routes. Kenji, he can tune cars, but he just can't see what's in front of his face you know?" - Yumi
  • "Hey! Freeze! Police! Don't move! Stay there! Hold it! Hands in the air!!" - Unknown police officer

Seq09_NikkiFlashback#

  • "Step out of your vehicles! Hands on your heads! Units 1 and 5, containment! Get on containment!" - Unknown police officer

Seq10_ColinFlashback#

  • "I just want to win. What about you?" - Colin

Seq13_HeroWins#

  • "Congratulations, I always knew you could do it. But you know there's someone else in town who hasn't quite tested you out there yet. What do you say? You and me?" - Nikki

Unused Sounds#

Unused Engine Sounds#

There are many unused car sound entries left in the game's code. Many of them are leftovers from Underground 2 and Most Wanted (2005).

  • ac_integ
  • aud_s4
  • bmw_m3_e
  • bmw_m5_a
  • chry_srt8_a - Only the engine variation is used.
  • chv_cav_a
  • chv_cav_b
  • dodg_duster
  • for_foc_a
  • for_foc_b
  • hon_s2k_a
  • hon_s2k_b
  • hon_s2k_e
  • hon_prel
  • maz_miat
  • mit_lanc_9
  • nis_300zx
  • pag_zondaf - The 2006 Pagani Zonda F instead uses the Lamborghini Gallardo's V10 sounds instead.
  • plym_cuda_a - The Plymouth HEMI 'Cuda uses the "dodg_polara" sound instead.
  • por_911_b
  • por_928
  • por_996 - It's properly used by the stock Porsche Cayman S (987) and 911 Turbo (997) models in the PS2, Xbox, GameCube and Wii releases. The PS3, Xbox 360 and PC releases only use the engine variation.
  • sine_test
  • sub_wrx_b
  • vw_cab
  • vw_gti
  • vw_jet_m3
  • vw_r32 - Only the exhaust version is used.
  • vw_scir

Non-playable Traffic Cars#

  • Ambulance
  • Camper
  • Cement Truck
  • Coupe
  • Traffic variant of Dump Truck
  • Player drivable Police State Cruiser
  • Player drivable Cross unit
  • Pizza Delivery Car
  • Police Helicopter for pursuits
  • Truck hauling an Autozone trailer
  • Truck hauling boxes
  • Truck hauling containers
  • Truck hauling pipes
  • Tank Truck
  • Truck without trailer
  • A player drivable truck without trailer

(Source: Need for Speed Wiki)

Crew#

Manic is a cut Crew Member listed in the game files. It is unknown which would have been their initial crew, or which role they would have in the game's story, or Manic could've been a test for the Crew Member system.

Source: Game files: gameplay.bin; Entry "characters/manic"

Platform differences#

  • PS2, Xbox, GameCube and Wii versions have several major differences from PS3, Xbox 360 and PC versions:
    • An alternate flag girl is used in race intro cutscenes alongside.
    • There can only be up to 4 cars in races instead of 8.
    • Race Wars game mode is missing.
    • Online multiplayer is missing and, as such, so are associated reward cards.
    • Cutscenes are simplified, missing character models with facial animations.
  • Several licensed songs are shortened in the GameCube version.
  • PS3 version has slightly different graphics.
  • PC version is missing split screen mode.

Version differences#

Collector's Edition#

The Collector's Edition is a special edition of Need for Speed: Carbon that was made available for the PlayStation 2, PC and Xbox 360 platforms.

  • Four exclusive cars
    • 1991 Nissan 240SX SE Fastback (S13)
    • 2007 Jaguar XK (X150)
    • 2006 Chevrolet Camaro Concept
    • 2006 Koenigsegg CCX.

NOTE: The 240SX and XK are unlocked by completing the exclusive Challenge Series events, while the Camaro and CCX can only be used in Quick Race mode, unless their IsCustomizable fields are set to True, which, they are coded to be unlocked at game start, due to 0x000125FD and 0xC2B3A220 being present in frontend customization feDefaultUnlockable.

  • Ten exclusive pre-tuned Bonus Cars.
    • 2005 Dodge Charger SRT-8 (LX) (CE_CHARGER)
    • 2006 Dodge Challenger Concept (CE_CHALLENGER)
    • 2001 Lamborghini Murciélago Coupe (CE_MURCIELAGO)
    • 2004 Mercedes-Benz SL 65 AMG (R230) (CE_SL65)
    • 2003 Nissan 350Z (Z33) (CE_350Z)
    • 1991 Nissan 240SX SE Fastback (S13) (CE_240SX)
    • 1999 Nissan Skyline GT-R V-Spec (R34) (CE_SKYLINE)
    • 2004 Porsche Carrera GT (980) (CE_CARRERAGT)
    • 1967 Shelby GT500 (CE_GT500)
    • 2006 Subaru Impreza WRX STi (GDB-F) (CE_IMPREZA)

NOTE: These presets can be found in the Bonus section. Most of these presets have a unique vinyl that can only be installed if the Special Vinyls are enabled with Extra Options. All presets have all performance upgrades installed, except for the Dodge Challenger Concept, due to ce_challenger lacking a presetride entry.

  • Two vinyl categories
    • Camouflage
    • Pinstripes
  • Three Challenge Series sections with 9 events total
    • A Checkpoint Challenge Series to unlock the 1991 Nissan 240SX SE Fastback (S13), using each of the Stacked Deck boss cars.
      • The Bronze challenge uses Angie's 2006 Dodge Challenger Concept
      • The Silver challenge uses Wolf's 2001 Lamborghini Murciélago VT
      • The Gold challenge uses Kenji's 2006 Mitsubishi Lancer Evolution IX MR (CT9A)
    • A Race Wars Challenge Series to unlock the 2007 Jaguar XK (X150)
    • A pursuit Challenge Series to unlock the Camouflage and Pinstripes Vinyls
  • Twelve exclusive Quick Race events
    • Three circuit events
      • Campbell Tunnel, Robinson Bay, South Fortuna
    • Three sprint events
      • Blackwell Bridge, Francis Tunnel, Mason St Bridge
    • Six drift events
      • Billings District, Fortuna Heights, Old Quarter, Palmont University, Shady Pine, Starlight Strip

All of Collector's Edition content is present in the files of other versions as well, it can be enabled with these Gecko codes:

Wii (USA)
006F9D5B 00000001
Gamecube (USA)
04485CC0 3800000F
04485CC8 380000FF

Virus vinyls#

Virus vinyls are available exclusively for Xbox 360 but they were left unused on other platforms.

Apply these codes to unhide them in PS2 version:

NTSC
002AC240 3463ED71
PAL
002AC218 3463ED71

Debug Car Customize#

Apply these codes for PS2 to reveal hidden CAR(DEBUG) in menu:

NTSC
005C7D8C 00000000
PAL
005C7F0C 00000000

Regional differences#

Certain cars had their names changed, such as the Nissan 350Z (Z33) being renamed as Nissan Fairlady Z (Z33), Mazdaspeed 3 (BK) being renamed Mazdaspeed Axela (BK), Clio V6 Renault Sport renamed Lutecia V6 Renault Sport in the Japanese version of the game.

Inaccessible online game modes#

Two game modes: Pursuit Tag and Pursuit Knockout is exclusively for online only. However due to EA closing the official server on September 1, 2021 these two game modes are practically unusable.

Oddities#

Kenji's License Plate#

To do:
Needs image.

Kenji's unique license plate can seen via debug camera (or a mod can remove license plate) and the prologue cutscene.