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Grand Theft Auto VI: Trailer 2

GRAND THEFT AUTO VI TRAILER 2 out now!

Watch the full trailer here!

As expected, this is an incredibly busy time for our contributors. We're actively working to add new content and update existing information in response to the latest trailer. We kindly ask for your patience and understanding during this period.

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This article or section contains information on Grand Theft Auto 2 beta content. It may feature speculation and/or unintentional misinformation.
Please add references when adding content to this page. Any speculative/misinformed content that is not verified should be discussed on the talk page.

This article documents removed and changed content during the development of Grand Theft Auto 2, formerly known as Grievous Bodily Harm (G.B.H.).

The following content contains information taken from the pre-release exclusive German game magazine GameStar preview of the game, published on its September 1999 issue. Pre-release screenshots are available from the archived Gouranga! website.

GTA 2 Gamestar Testvideo

Note that any information related to enabling the following unused content through custom multiplayer maps created via unofficial tools are not included for obvious reasons – these methods are considered modifications, and therefore not officially used in the final release.

Locations[]

Neighborhoods[]

Four unused game zone names, possibly merged with other existing zones. Unused police scanner audio files mentioning these zones are still present in the .SDT files.

\data\e.gxt - Lines 2455, 2457, 2458 and 2463:

[m33] Romanova
[m35] Azimuth
[m36] Barking
[m41] Kyabetsu

Civic Center[]

The neighborhood of Avalon, located in the exact center of the Downtown District map, was originally named "Civic Center" during the early development of the game. GameStar's preview video of the prototype/demo version shows an incomplete map of Downtown District.

None of the gang territories had been properly named at that point. In the prototype version, they are referred to as "[Gang Name] Gang Zone".

Unused Area in Bonus Stage E[]

An entire playable area is left unused during Bonus Stage E. It consists of a replica of a portion of the neighborhood of Stromberg, including the Clone Test Center and Scientist Research Center with minor changes (absent railway, garage shops, cranes and car crushers). It is located to the southeast of the playable racing area and can only be reached through the use of cheats.

UI and Textures[]

Respect-o-meter Icons[]

As seen in early promotional screenshots, the Respect-o-meter featured head icons for each gang.

Another promotional screenshot taken shortly before the game's release, and originally included in the Rockstar Games website gallery, shows the respect-o-meter using dialogue head icons.

Current Player Reaction[]

As seen in early IGN screenshots, the HUD featured an animated head icon of Claude Speed moving his mouth. The lower the health meter is, the faster the animation is played. The unused icon is still present in the game files.

Unused Cop Dialogue Icon[]

An unused "Cop" animated dialogue icon[2] can be found in the .sty files. In the final version, there are only two occasions where cop characters interact with the player (Big Bank Job! and Benson Burner!), although using the Generic/No Gang dialogue icon instead.[3]

Kill Frenzy Icon[]

Unused Kill Frenzy dialogue icon, replaced by the animated Generic/No Gang dialogue icon in the final version. [4]

Payphones[]

In their early design, payphones sprites were reused and recolored from the original Grand Theft Auto. Similarly to the previous title, active missions were identified by using a red arrow icon.

Power-Up Pickup Items[]

In the 1998 revision of the GTA 2 Design Document, on the "Power-Ups" section on page 35, a description is given of each power-up effects, followed by their in-game pickup appearance.

Three of the power-ups listed (Respect, Invulnerability and Invisibility) have different appearances during early development circa 1998.[5]

Weapon Icons[]

In early promotional screenshots for the PC version and the exclusive Gamestar preview, the early HUD icons for the weapons use a similar design as the early weapon sketches publicly released by DMA Design.

Weapon Early Sketches Early HUD Icon
Pistol (Not seen in early gameplay screenshots)
S-Uzi Machine Gun
ElectroGun (Not seen in early gameplay screenshots)
Rocket Launcher
Molotov Cocktails (No early sketches available)
Grenades (No early sketches available)

Leftover Icons from Grand Theft Auto[]

UI textures from the original Grand Theft Auto can be found in the fstyle.sty file, including the original text font, certain weapon icons and the Wanted Level cop head icon.

Unused Tiles[]

There's some unused tiles marked with an "X" in the texture files for the Downtown District and Industrial District maps.

Dynamic Props[]

Various dynamic props left unused in the final version. All of the following items are listed using the prefix "MAP_OBJECT", meaning they were meant to move with the impact of a car. Sounds associated with these unused props can be found in the .SDT sound bank files, also unused.

Since all of the props were left unused, Grand Theft Auto 2 is the only title in the 2D Universe not to include dynamic props around the map. The only dynamic prop available in-game are the Wanted Level police barricades (GTA2_MAP OBJECT_1179-1186) and the alleyway blockades (GTA2_MAP OBJECT_1124) which behaves like a static object in-game.

Object Description
Item crates, originally returning from the original Grand Theft Auto. Removed in favor of the item pickups.[11]
Movable bench prop.[12] (See associated sounds)
A movable ghetto blaster.[13] This prop makes a constant looped sound (hip-hop beat in Demo v8.9/Repeating the word "BASTARDS!" from Bula Matari's "Taxi Drivers" song in official release.) (See associated sounds)

Movable wooden crates, found in piles[14] or as individual crates. [15] (See associated sounds)
Football returning from Grand Theft Auto: London mission packs. [16]
A fire hydrant[17] with removable pieces.[18]
A movable newsstand.[19]
A movable oil drum.[20] This object is listed after the oil puddle animation sprites, suggesting an alternative way to pour oil in-game.
A movable package prop (listed as a map object, not a pickup item).[21]
A movable plant pot.[22] Previously appeared in the original Grand Theft Auto with a different design.
Rubbish piles.[23] (See associated sounds)
A moveable tire.[24] Previously appeared in the original Grand Theft Auto with a different design.
A movable trash can[25] and trash lid.[26] (See associated sounds)
A movable traffic cone.[27] Previously appeared in the original Grand Theft Auto with a different design.
Unidentified prop marked with an X.[28]

Characters[]

In GameStar's September 1999 preview, the generic Mad Island Gang sprite is the only available pedestrian sprite in the exclusive early prototype/demo version. The generic Mad Island Gang sprite was essentially the equivalent to the "MALE01" pedestrians used across all 3D Universe games.

Sprites[]

Ped Drowning Animation[]

Included in the .sty files are 24 unused sprites forming a drowning animation for all three types of pedestrians (civilian, cop and gang).[29][30][31] This animation was intended to be triggered when a pedestrian (or player) falls in the water.

Body Parts[]

Found in the .sty files are unused sprites of dismembered body parts. There are six unused sprites consisting of individual body parts (head, torso, left arm, right arm, left leg and right leg).[32]

The 1998 revision of the GTA 2 Design Document indicates these are tied to the Microwave Gun's exploding pedestrian animation[33] never implemented in the game, similar to how skeleton sprites are used when the game identifies an electrocution kill.

The sprites are listed as particle effects (using the CODE_OBJECT prefix), along with the blood splatter effects.

Gameplay[]

Statistics[]

Unused text supposed to display among other Statistics, originally mentioning "Bank Jobs", "Buses Hijacked" and "Trains Hijacked".

\data\e.gxt - Lines 2217, 2224 and 2586:

[bnk_job] BANK JOBS
[bus_hi] BUSES HIJACKED
[trn_hi] TRAINS HIJACKED

Save System[]

Early ideas for the game's save system are talked about in the GTA 2 Design Document, in the "Save Game" section (page 19-20).[34] It includes original ideas for how to save and where to save.

Ditched possibilities for how to save game:
• Only after each map – as in GTA.
• Save key – allowing player to save at any point.
• Mission specific – after certain missions, players are given the option of saving.
• Point specific – every 500,000 or so the player is given the option of saving. This would be inconsistent between maps though.

Possibilities for save-house buildings:
• Hotel – good for Vacancy / No Vacancy neon sign.
• Brothel – ties in with costing the player money and time passing.
• Lady-Boy club. Good for humiliation: “only poofs use save-game”

The last item on the "how to save" list ended up being the chosen way to save the game by the developers, although lowering the cost to $50,000. The chosen building type for "where to save" ended up chosen as churches, with the money requirement being church donations.

Building Destruction[]

In the 1998 revision of the GTA 2 Design Document, in the "Buildings" section (page 7)[35], a concept of a building destruction feature for normal gameplay is given in detail:

[...]It will be possible to destroy buildings in GTA2. Leaving a bomb under / next to a building will cause it to explode and crumble to the ground. The most likely way of doing this will be to repeatedly chop the top planes of a building until it reaches ground level. Accompanied with suitable audio, screen shaking, flying debris (shrapnel, glass, building contents etc which may in turn injure/kill others), smoke and explosions will prove very rewarding to the player. The remnants of the building will either remain blocked - as a pile of rubble, or as pavement which peds can traverse. [...]

In the final version, this feature is tied to specific mission scripted events (i.e. demolition of the Clone Test Center and Kovski Power Plant) and cannot be done outside of missions.

Storyline Missions[]

Tutorial[]

On GameStar's September 1999 perview, the Tutorial! mission is given by a physical character named "Johnny" (may or may not be Yakuza's Johnny Zoo). The vehicle given is a unmarked Dementia (a.k.a. Isetta) rather than the Schmidt from the final version.

Failed Mission State[]

According to unused text strings, failing or completing a mission would render it unplayable for the rest of the District chapter, similarly to the original Grand Theft Auto.

[1098] y!#Fool! You have already finished this Yakuza job!#
[1099] y!#Idiot! You already messed up this Yakuza job!#
...
[1108] l!#You already did this job, fruitcake!#
[1109] l!#Hey, screwball, you screwed up this Loony job already!#
...
[1118] z!#You are in error. This Zaibatsu job has already been completed.#
[1119] z!#You have a short memory. You already took this Zaibatsu job and made a mess of it.#
...
[2808] r!Shit-head! You already done this job!
[2809] r!Shit-head! You already screwed up this job!
...
[3098] k!This job was most peacefully completed.
[3099] k!Be calm - you have made a mess of this job already.
...
[3108] m!This contract has already been fulfilled!
[3109] m!You have already attempted this contract and messed it up!

Unnamed Rednecks Mission[]

According to dialogue from an early IGN screenshot, a Redneck mission involving the theft of a Jeep for Billy Bob Bean, who is jealous of Pork Porker recently purchasing a Jeep, and wishes to have a party together.

I want revenge fer ma babies! The Good Lord tells me the Pork Poker's buyin' a new Jeep. Find me another Jeep jus' like it so we can have ourselves a party!
— Billy Bob Bean

Early Loony Alias[]

As seen in an early screenshot of the mission Pizza Cake!, the Loonies originally addressed Claude Speed as "Huggy Bear" instead of "Jumbo".

Weapons[]

ElectroBaton[]

Unused "ElectroBaton" weapon. The weapon functions in a similar way as the ElectroFingers power-up.

Text strings and sprites for the pickup item animation are still present in the game files.

\data\e.gxt - Line 2232:

[c07] ElectroBaton

Instant Vehicle Bomb[]

Unused "Instant Vehicle Bomb" weapon. Unused audio files for the Narrator announcing the name of both Vehicle Bomb and Instant Vehicle Bomb suggests this pickup was shared between both weapons.

Text strings and sprites for the pickup item animation are still present in the game files.

\data\e.gxt - Line 2248:

[c23] Instant Vehicle Bomb

DMA Design's Wishlisted Weapons[]

Listed on page 34 of the GTA 2 Design Document (1998 revision)[38], are six weapons wishlisted for the DMA Design programmers but were never fully implemented in the game.

  • Binoculars - Design Document description: "Allows player to move camera within defined zone to see off-screen."
    • This function was merged with the in-game camera feature, which allows the player to check the surrounding area.
  • Sniper Rifle - Design Document description: "Gives player controllable cross-hair[sic] which can be used to pick off peds at long distance."
  • Microwave Gun - Design Document description: "Cooks all peds in vicinity of where it is aimed. Takes a few seconds of ‘charge’ time, and then pings as ped(s) in vacinity[sic] explode. Spark effects if it hits a car."
    • The description given in the document suggests the weapon to be a variant of the ElectroGun, replacing the electrocution effects with microwaving.
  • Tear Gas - Design Document description: "Fired in a trajectory and disorients peds with an alpha’d[sic] smoke cloud effect. Likely to be single player only to avoid the dullness of obscuring a players view. Effect subject to experimentation."
  • Vehicle Stinger - Design Document description: "Drop from back of car and any following cars have their tyres burst - handling gets screwed and clunky metal, rubber flapping sound effects."
    • The description given in the document suggests this vehicle mounted weapon had the same purpose and functionality as the in-game Vehicle Oil Slick, but with a different effect on target vehicles.

Power-Ups[]

Instant Gang[]

The Instant Gang power-up is a cut item whose only leftover in the game are the text string referring to its name, and an unused Narrator voice line announcing the item. Its use is only clarified in the GTA 2 Design Document (1998 revision), page 34, which gives the following description: "Temporary "gang" to help the player. Lasts 40 seconds."[39]

The design document suggests that, once the player collects the Instant Gang pickup, an unknown number of gang members would spawn and behave like bodyguards for a 40-seconds limit before vanishing.

\data\e.gxt - Line 2265:

[c40] Instant Gang

Silencer[]

In the original concept, DMA Design planned the Silenced Pistol and Silenced S-Uzi Machine Gun to only be obtainable via power-ups. In the 1998 revision of the GTA 2 Design Document, page 33, the "Silencer Power-up" is listed as an item already included in the game, and described as "To sneak up behind people and pick them off without other peds realising - no panicing.[sic]".[40]

In the final release, this power-up is absent and both silenced weapons are obtainable via their own weapon pickups.

Vehicles[]

Unused Vehicles[]

Tanker[]

Unused towable tanker trailer intended to be attached to a Truck Cab and Truck Cab SX. The vehicle is tied to the Industrial District[41] and is not accepted by Car Crushers.

\data\e.gxt - Line 2318:

[car55] Tanker

Green Law Enforcement Vehicle Palettes[]

Both the Cop Car and the SWAT Van have the ability to swap their default blue colors with green (Indexed Color ID: 36 / Physical Palette ID: 203), although the player cannot respray these two vehicles by normal means, leaving this palette unused.

The remap is not properly applied to the vehicle sprite and its white roof and sirens are also given a green shade.

Changed Vehicles[]

Traffic[]

On GameStar's September 1999 perview, certain vehicles seen in traffic doesn't belong to the final version's Downtown District traffic.

  • Civilian Dementia (0:37) – Spawns without the Loonies livery.
  • GT-A1 (0:55) – Never seen in traffic. Part of a Residential District exclusive PC version collectible side-mission.
  • Furore GT (1:03) – Belongs to Residential District traffic.
  • Tow Truck (1:29) – Never seen in traffic.
  • Meteor (1:32) – Belongs to Residential District's SRS Scientists gang.

Internal Codenames[]

On GameStar's September 1999 perview, the vehicles appear to be named after their internal codenames (e.g. Dementia as "ISETTA" at 0:39 and Trance AM as "TRANCEAM" at 1:35).

See Also: Vehicle Script Names

Ray Larabie's Original Concepts[]

Ray Larabie (born 1970 in Ottawa, Ontario, Canada) is a Canadian designer of computer TrueType and OpenType fonts.

Larabie has previously worked for Rockstar Games (in particular Rockstar Toronto), designing for the Grand Theft Auto series. Among his accomplishments were the designs of vehicles in Grand Theft Auto 2, although they were never used. His designs look much more futuristic than the final versions.

NOTE: Click on the images to go to their articles, or hover over the image to reveal the vehicle's name.
Ray Larabie's early vehicle designs
Unnamed vehicles

Sounds[]

Grievous Bodily Harm[]

Main article: Grievous Bodily Harm

An original soundtrack of Grievous Bodily Harm before the game was rebranded as a Grand Theft Auto sequel. The vocals are performed by Anna Stewart and the lyrics allude to the game's features, such as Respect, phone missions, gang betrayals and Jesus Saves. The song was first published on October 22, 2024, during the game's 25th anniversary on the YouTube channel "Grand Theft Auto Tracks" and shared by DMA Design's music composer Colin Anderson.[42]


"Downfield - "Grievous Bodily Harm"

Unused Police Dispatch Audio[]

Unused police dispatch voices found in the .SDT files, referring to the aforementioned removed neighborhoods.

Audio File name Description
COP_RADIO_AREA_24.wav Unused police dispatch audio for Barking.
COP_RADIO_AREA_11.wav Unused police dispatch audio for Kyabetsu.
COP_RADIO_AREA_21.wav Unused police dispatch audio for Romanova.
COP_RADIO_AREA_23.wav Unused police dispatch audio for Azimuth.

Power-Up Sounds[]

Leftover sound from the original Grand Theft Auto found in the .SDT files.

Audio File name Description
SFX_CAR_POWERUP.wav Collecting a power-up while on a vehicle.

Model Car Engine Sound[]

Leftover Model Car engine sound from the original Grand Theft Auto found in the .SDT files. This vehicle is not present in Grand Theft Auto 2.

Audio File name Description
SFX_MODEL_CAR_ENGINE.wav Model Car engine sound.

Prop-Related Sounds[]

Unused sounds associated with the aforementioned cut props, mainly collision sounds, found in the .SDT files.

Audio File name Description
SFX_GHETTO_BLASTER_LOOP.wav Loop of Bulamatari's Taxi Drivers song played by a ghetto blaster.
SFX_COLLISION_BENCH.wav Collision with a bench.
SFX_COLLISION_CARDBOARD_BOX.wav Collision with a cardboard box.
SFX_COLLISION_RUBBISH.wav Collision with a trash can.
SFX_COLLISION_TRASHLID.wav Collision with a trash lid.
SFX_COLLISION_PLASTIC.wav Collision with plastic objects.

Unused Narrator Vocals[]

Up to 15 unused sounds can be found in the \data\Audio\Vocals directory.

Audio File name Description
BombArmed.wav Unused "Bomb Armed" voice.
DamnSundayDrivers.wav Unused "Damn, Sunday Drivers" voice, seemingly intended for the Ice Cream Van Bonus Stage achievement:
"11TH PLACE! ARE YOU A SUNDAY DRIVER? DO IT AGAIN! 2 VANS!"
FryingTonite.wav Unused "Frying Tonite" voice, seemingly intended for the Ice Cream Van Bonus Stage achievement:
"7TH PLACE! FRYING TONIGHT! 6 VANS!"
GameOver.wav Unused audio for the "Game Over" screen due to a developer oversight.
InstantGang.wav Unused "Instant Gang" voice.
SomethingsCookin.wav Unused "Somethings Cookin'" voice.
SorryAboutThat.wav Sarcastic apology for eliminating an enemy.
SorryDidThatHurt.wav Sarcastic apology for eliminating an enemy.
SuckItAndSee.wav Unused "Suck It And See" voice, seemingly intended for the Ice Cream Van Bonus Stage kills.
TasteMyWrath.wav Unused "Taste My Wrath, Ice Cream Boy" voice, seemingly intended for the Ice Cream Van Bonus Stage kills.
VehBomb.wav Unused "Instant Vehicle Bomb" announcer.
VehBomb2.wav Unused "Vehicle Bomb" announcer.
XinLoiMyMan.wav Sarcastic apology (in vietnamese) for eliminating an enemy.

Early Sound Files[]

The sound bank file used for GTA2 Demo v8.9 (released for free on the promotional website on September 1999) was built on top of a pre-release version of the Industrial District sound bank file. As a result, the police dispatch will refer to Industrial District neighborhoods when reporting a player crime in Downtown District.

The demo sound bank file also includes early version of existing sound files, including unused prop-related sounds and Industrial District specific ambience sounds:

File name DEMO v8.9 Original Release Notes
COP_RADIO_SPACER_A.WAV
COP_RADIO_SPACER_B.WAV
SFX_BAR_LOOP.WAV
SFX_BUBBLE_1.WAV
SFX_CHURCH_LOOP.WAV
SFX_ELECTRIC_HUM.WAV
SFX_GHETTO_BLASTER_LOOP.WAV Unused sound in both versions.
SFX_LRG_EXPLOSION.WAV
SFX_NIGHTCLUB_LOOP.WAV
SFX_OILDROP.WAV
SFX_TEMPLE_LOOP.WAV

Radio Stations[]

Ridiculous FM was a progressive rock radio station with a single track dubbed "YTZ" by the in-universe band Aori that would have lasted 20 minutes. The track was later released by its original composer, Colin Anderson, on Spotify and YouTube. Despite being widely referred to as a "banned" track, Colin Anderson explained via YouTube comments that the track itself was never banned or censored, but simply because there was not enough time to finish the track before the game's scheduled release date.

Grand Theft Auto 2's "banned" Prog Rock track: 'YTZ' by Aori

Additionally, according to Colin Anderson, Rev. Rooney & The Rocksta Choir's "God Bless All The Universe" song (played on Lithium FM and Heavenly Radio) was going to have more profanity and had to be heavily censored before the final cut.

There was a version of the Star Spangled Banner we did for GTA1 that never made it to the final cut, as well as the unedited version of God Bless All The Universe by Rev Rooney and Rocksta Choir that had to be heavily censored before release. But I’d say it’s definitely the first song from GTA that was banned because its entire musical genre was so incredibly unfashionable at the time of its original release. I mean, in all seriousness, I’d have found it easier to get support from the team for including a jazz track, an opera track, or a West End musical number in GTA than a prog rock track!
— Colin Anderson[43]

Unused Text[]

Report Dead Briefs[]

Various repeated messages saying "PLEASE REPORT DEAD BRIEF TO (LEVEL DESIGNER 1) AND (LEVEL DESIGNER 2)!" and "PLEASE REPORT DEAD BRIEF (ID NUMBER) TO (LEVEL DESIGNER 1) AND (LEVEL DESIGNER 2)!" These are lines used during the game testing, where testers should've reported these lines whenever they are encountered during gameplay, and later reported to the map's respective level designer.

  • Downtown "Dead Briefs" reports (to level designers Alan Jack and Willy Mills) are marked in the IDs: 1095, 1100, 1110, 1117, 1120, 1200, 1230, 1232, 1233, 1235, 1275, 1282, 1294 to 1297, 1301, 1312, 1315, 1344 to 1349, 1406, 1407, 1408, 1465, 1506, 1511, 1532, 1537, 1540, 1706 and 1773.
  • Residential "Dead Briefs" reports (to level designers Steve Banks and Steve Taylor) are marked in the IDs: 2029, 2036, 2273, 2887, 2888, 2889, 2352, 2355, 2358 to 2363, 2405, 2424, 2851, 2852, 2855, 2868, 2961, 2964 to 2968, 2972 and 2974.
  • Industrial "Dead Briefs" reports (to level designers Billy Thomson and Sean Taylor) are marked in the IDs: 3001 to 3009, 3030 to 3090, 3124, 3125, 3132 to 3140, 3142 to 3147, 3151, 3161, 3163, 3167, 3173, 3253, 3298, 3299, 3350, 3481 and 3906.

Arse Biscuits![]

Text line for Area 3: Industrial, never displayed in-game. Possibly an internal joke from the developers.

[3110] ARSE BISCUITS!


References[]

  1. \bil.sty\GTA2_USER OBJECT_1330.bmp
    \bil.sty\GTA2_USER OBJECT_1331.bmp
    \bil.sty\GTA2_USER OBJECT_1332.bmp
    \bil.sty\GTA2_USER OBJECT_1333.bmp
  2. \bil.sty\GTA2_USER OBJECT_1236.bmp
    \bil.sty\GTA2_USER OBJECT_1237.bmp
    \bil.sty\GTA2_USER OBJECT_1238.bmp
  3. Cop dialogue in "Big Bank Job!"
    Cop dialogue in "Benson Burner!"
  4. \bil.sty\GTA2_USER OBJECT_1242.bmp
  5. GTA 2 Design Document, page 35 (Archived)
  6. \fstyle.sty\GTA2_USER OBJECT_2.bmp
  7. \fstyle.sty\GTA2_USER OBJECT_5.bmp
    \fstyle.sty\GTA2_USER OBJECT_6.bmp
  8. \fstyle.sty\GTA2_USER OBJECT_7.bmp
  9. \fstyle.sty\GTA2_USER OBJECT_8.bmp
  10. \fstyle.sty\GTA2_USER OBJECT_9.bmp
  11. \bil.sty\GTA2_MAP_OBJECT_1135.bmp
    \bil.sty\GTA2_MAP_OBJECT_1136.bmp
    \bil.sty\GTA2_MAP_OBJECT_1137.bmp
    \bil.sty\GTA2_MAP_OBJECT_1138.bmp
    \bil.sty\GTA2_MAP_OBJECT_1139.bmp
    \bil.sty\GTA2_MAP_OBJECT_1140.bmp
  12. \bil.sty\GTA2_MAP_OBJECT_1103.bmp
    \bil.sty\GTA2_MAP_OBJECT_1104.bmp
    \bil.sty\GTA2_MAP_OBJECT_1105.bmp
    \bil.sty\GTA2_MAP_OBJECT_1106.bmp
    \bil.sty\GTA2_MAP_OBJECT_1107.bmp
    \bil.sty\GTA2_MAP_OBJECT_1108.bmp
    \bil.sty\GTA2_MAP_OBJECT_1109.bmp
    \bil.sty\GTA2_MAP_OBJECT_1110.bmp
  13. \bil.sty\GTA2_MAP_OBJECT_1121.bmp
    \bil.sty\GTA2_MAP_OBJECT_1122.bmp
    \bil.sty\GTA2_MAP_OBJECT_1123.bmp
  14. \bil.sty\GTA2_MAP_OBJECT_1125.bmp
    \bil.sty\GTA2_MAP_OBJECT_1126.bmp
  15. \bil.sty\GTA2_MAP_OBJECT_1146.bmp
    \bil.sty\GTA2_MAP_OBJECT_1147.bmp
    \bil.sty\GTA2_MAP_OBJECT_1148.bmp
    \bil.sty\GTA2_MAP_OBJECT_1149.bmp
    \bil.sty\GTA2_MAP_OBJECT_1150.bmp
  16. \bil.sty\GTA2_MAP_OBJECT_1141.bmp
    \bil.sty\GTA2_MAP_OBJECT_1142.bmp
    \bil.sty\GTA2_MAP_OBJECT_1143.bmp
    \bil.sty\GTA2_MAP_OBJECT_1144.bmp
    \bil.sty\GTA2_MAP_OBJECT_1145.bmp
  17. \bil.sty\GTA2_MAP_OBJECT_1158.bmp
  18. \bil.sty\GTA2_MAP_OBJECT_1151.bmp
    \bil.sty\GTA2_MAP_OBJECT_1152.bmp
    \bil.sty\GTA2_MAP_OBJECT_1153.bmp
    \bil.sty\GTA2_MAP_OBJECT_1154.bmp
    \bil.sty\GTA2_MAP_OBJECT_1155.bmp
    \bil.sty\GTA2_MAP_OBJECT_1156.bmp
    \bil.sty\GTA2_MAP_OBJECT_1157.bmp
    \bil.sty\GTA2_MAP_OBJECT_1159.bmp
    \bil.sty\GTA2_MAP_OBJECT_1160.bmp
  19. \bil.sty\GTA2_MAP_OBJECT_1161.bmp
    \bil.sty\GTA2_MAP_OBJECT_1162.bmp
    \bil.sty\GTA2_MAP_OBJECT_1163.bmp
  20. \bil.sty\GTA2_MAP_OBJECT_1170.bmp
    \bil.sty\GTA2_MAP_OBJECT_1171.bmp
    \bil.sty\GTA2_MAP_OBJECT_1172.bmp
    \bil.sty\GTA2_MAP_OBJECT_1173.bmp
  21. \bil.sty\GTA2_MAP_OBJECT_1174.bmp
    \bil.sty\GTA2_MAP_OBJECT_1175.bmp
    \bil.sty\GTA2_MAP_OBJECT_1176.bmp
    \bil.sty\GTA2_MAP_OBJECT_1177.bmp
    \bil.sty\GTA2_MAP_OBJECT_1178.bmp
  22. \bil.sty\GTA2_MAP_OBJECT_1127.bmp
    \bil.sty\GTA2_MAP_OBJECT_1128.bmp
    \bil.sty\GTA2_MAP_OBJECT_1129.bmp
    \bil.sty\GTA2_MAP_OBJECT_1130.bmp
  23. \bil.sty\GTA2_MAP_OBJECT_1187.bmp
    \bil.sty\GTA2_MAP_OBJECT_1188.bmp
    \bil.sty\GTA2_MAP_OBJECT_1189.bmp
    \bil.sty\GTA2_MAP_OBJECT_1190.bmp
  24. \bil.sty\GTA2_MAP_OBJECT_1192.bmp
  25. \bil.sty\GTA2_MAP_OBJECT_1111.bmp
    \bil.sty\GTA2_MAP_OBJECT_1112.bmp
    \bil.sty\GTA2_MAP_OBJECT_1113.bmp
    \bil.sty\GTA2_MAP_OBJECT_1114.bmp
  26. \bil.sty\GTA2_MAP_OBJECT_1115.bmp
    \bil.sty\GTA2_MAP_OBJECT_1116.bmp
    \bil.sty\GTA2_MAP_OBJECT_1117.bmp
    \bil.sty\GTA2_MAP_OBJECT_1118.bmp
    \bil.sty\GTA2_MAP_OBJECT_1119.bmp
    \bil.sty\GTA2_MAP_OBJECT_1120.bmp
  27. \bil.sty\GTA2_MAP_OBJECT_1131.bmp
    \bil.sty\GTA2_MAP_OBJECT_1132.bmp
    \bil.sty\GTA2_MAP_OBJECT_1133.bmp
    \bil.sty\GTA2_MAP_OBJECT_1134.bmp
  28. \bil.sty\GTA2_MAP_OBJECT_1191.bmp
  29. Civilian drowning sprites:
    \bil.sty\GTA2_PED_220.bmp
    \bil.sty\GTA2_PED_221.bmp
    \bil.sty\GTA2_PED_222.bmp
    \bil.sty\GTA2_PED_223.bmp
    \bil.sty\GTA2_PED_224.bmp
    \bil.sty\GTA2_PED_225.bmp
    \bil.sty\GTA2_PED_226.bmp
    \bil.sty\GTA2_PED_227.bmp
  30. Cop drowning sprites:
    \bil.sty\GTA2_PED_536.bmp
    \bil.sty\GTA2_PED_537.bmp
    \bil.sty\GTA2_PED_538.bmp
    \bil.sty\GTA2_PED_539.bmp
    \bil.sty\GTA2_PED_540.bmp
    \bil.sty\GTA2_PED_541.bmp
    \bil.sty\GTA2_PED_542.bmp
    \bil.sty\GTA2_PED_543.bmp
  31. Gang drowning sprites:
    \bil.sty\GTA2_PED_378.bmp
    \bil.sty\GTA2_PED_379.bmp
    \bil.sty\GTA2_PED_380.bmp
    \bil.sty\GTA2_PED_381.bmp
    \bil.sty\GTA2_PED_382.bmp
    \bil.sty\GTA2_PED_383.bmp
    \bil.sty\GTA2_PED_384.bmp
    \bil.sty\GTA2_PED_385.bmp
  32. Body parts sprites:
    \bil.sty\GTA2_CODE OBJECT_945.bmp
    \bil.sty\GTA2_CODE OBJECT_946.bmp
    \bil.sty\GTA2_CODE OBJECT_947.bmp
    \bil.sty\GTA2_CODE OBJECT_948.bmp
    \bil.sty\GTA2_CODE OBJECT_949.bmp
    \bil.sty\GTA2_CODE OBJECT_950.bmp
  33. GTA 2 Design Document, page 34 (Archived)
  34. GTA 2 Design Document, page 20 (Archived)
  35. GTA 2 Design Document, page 34 (Archived)
  36. \bil.sty\GTA2_USER OBJECT_1285.bmp
  37. \bil.sty\GTA2_USER OBJECT_1301.bmp
  38. GTA 2 Design Document, page 34 (Archived)
  39. GTA 2 Design Document, page 34 (Archived)
  40. GTA 2 Design Document, page 33 (Archived)
  41. \wil.sty\GTA2_CAR_49.bmp
  42. Colin Anderson on Twitter
  43. Interview with Colin Anderson - LouderSound, 27 November 2015

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[ ve ]Grand Theft Auto 2
LocationsAnywhere City (Downtown District | Residential District | Industrial District)
CharactersClaude Speed | Johnny Zoo | Trey Welsh | Elmo | Billy Bob Bean | Dr. LaBrat | Red Valdez | Jerkov | Sunbeam | Uno Carb
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InformationGTA 2: The Movie | Screenshots | Cheats | Wanted Level