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Gran Turismo (PlayStation)

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Title Screen

Gran Turismo

Developers: Polyphony Digital, Cyberhead
Publisher: Sony Computer Entertainment
Platform: PlayStation
Released in JP: December 23, 1997
Released in US: May 12, 1998
Released in EU: May 8, 1998

AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.

ProtoIcon.png This game has a prototype article
BugsIcon.png This game has a bugs page

Gran Turismo is the first entry in the PlayStation's notable racing game series.


Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about notable bugs and errors in this game.
Regional Differences
Licensing and marketing choices resulted in lots of changes between regions.

Unused Menu Graphics


These were probably meant to be used in vehicle pages showing cars you were already in.

GT-unusedgraphic1.png GT-unusedgraphic2.png GT-unusedgraphic3.png

These graphics would likely appear near vehicle name badges in the Garage to show the type of vehicle if it were of a noteworthy variety.

Race Model probably indicated race-modified cars, Special likely indicated the special model vehicles buyable from certain dealerships, and Racing Special probably noted special prize cars, such as the Mitsubishi FTO LM Edition. As well, the Racing Special icon appears in the VRAM of the Arcade Mode's Dealer Selection menu, but cannot be selected.

In the Test Drive demo, the Racing Special logo would have been used for racing modified versions of regular cars in the demo's Arcade Mode.

GT1 Plymouth logo.png

Present in all Japanese builds is a Plymouth logo. According to the documentation that came with the Test Drive demo build, the Plymouth Prowler was intended to appear in the game. When it went nowhere, the logo was removed in the European version to make way for the Acura logo, to be used in the American version.

The Plymouth brand would appear in the following game, but it took four games for the Prowler to appear (by this point, the car was branded as a Chrysler).

Unused Vehicles

Neither of the new arcade-only cars exist in the Japanese version of the game (except the Eunos Roadster Arcade). Additionally, hitting Info in those cars can cause the game to crash, since there are no car descriptions for those.

Car and Notes Image
Mazda Eunos Roadster Arcade - Car filename amian, body IDs 21 (NTSC-J) and 22 (NTSC-U/PAL), garage ID AE

Used in Arcade Mode, this version includes most of all colors offered for the NA Roadster in a single pack. It has the same traits as the arcade-only cars; furthermore, the color names were removed. It should be noted that this car is used in the final B-License test (B-8).

Because the answer is always a Miata, right?
Mazda (Eunos) Roadster RS '98 - Car filename arodn, body ID 2B, garage ID AF

Used in Arcade Mode. Cannot be tuned or race modified. The car is a second-generation (NB) Mazda Roadster (sold outside Japan as MX-5 and sold in the North America as Miata). The name used in the garage is incorrect as the Japanese NB was sold under the main Mazda brand unlike the NA, which was sold as a Eunos (one of Mazda's many sub-brands). There is also a duplicate version of the car under the filename a-odn (body ID 06), but that cannot be spawned in the Simulation garage, and the game never calls it, leaving the duplicate completely unused; the duplicate, however, has the Info button disabled.

Oddly, in Arcade Mode, it claims it produces 128 HP, which is the showroom HP of the 1.6 S Package version featured in GT2. When placed in the garage, the horsepower rating is 139 HP, which is much closer to the actual RS (1800cc engine) horsepower rating (both checked with GT2).

Yeah, we'll have lots of duplicates of this in the future.
Chevrolet Corvette 427 Coupe '67 - Car filename cc67n, body ID 33, garage ID B0

Similar to the Roadster RS. Cannot be tuned (except for tires; same for the NB Roadster) or race modified. It is the second generation (C2) of the Chevrolet Corvette. Like the Roadster, a duplicate version of the car (c-67n; body ID 32) also exists, but cannot be spawned in the garage and the game also never calls it, although it also has the Info button disabled like the duplicate NB Miata.

My Corvette is best Corvette because my Corvette is only playable in Arcade Mode.
Toyota Celica GT-Four duplicates - Car filenames tceen (road) and tceer (race), body IDs 122 (road) and 123 (race), garage ID B1

Appears only in the US version of the game; a duplicate of the Celica GT-Four that cannot be tuned and has no Info screen (the game will crash instead). This version has no label; it will load the previously loaded car label if a previous car is loaded beforehand (this also occurs with the VGi and SiR Honda CR-X Del Sols in the US version of the game, since the labels were deleted in that version). Although those traits make it similar to arcade-only vehicles, the arcade mode calls the regular Celica GT-Four (tcegn) instead. The road version has no color names either. If driven, the car has actual four-wheel drive handling (as a result of a balanced torque split); the usual car (tcegn), in addition to some other four-wheel drive cars, suffers from front-wheel drive-like handling due to front-biased torque split.

Who stole the name plates?
Who stole Toyota Team Europe's sneaky turbos?

In addition to those cars, some symbols like in the next game also exist as car-like objects, although none of them can be stored in the garage. None of those have medium or far LOD textures either, and they all use generic rims as used in some cars in the Test Drive demo. All of them (except for the GT Logo) are grouped with the Aston Martin cars.

Thing Image
Gran Turismo Logo - Car filename 0logn, body ID 0

Shown after passing a license test, this object comes in 3 colors, depending on what result you got on a license test. It also happens to be the default object.

Trophy - Car filename lcupn, body IDs 73 (NTSC-J) and 77 (NTSC-U/PAL)

Nuff said. (The plinth is partially cut off in the screenshot). Used in the Series Champion screen.

Who cares about spelling? Nobody supposed to see the name anyway.
A-License Logo - Car filename lplan, body IDs 78 (NTSC-J) and 7C (NTSC-U/PAL)

Unlike the license logos in GT2, the license logos in this game are placed in a way that makes it like a table with wheels. This object and this variants below are used (without wheels) in the screen that congratulates you for getting a specific license.

A License Acquired!
B-License Logo - Car filename lplbn, body IDs 79 (NTSC-J) and 7D (NTSC-U/PAL) B License Acquired!
IA-License Logo - Car filename lplin, body IDs 7A (NTSC-J) and 7E (NTSC-U/PAL) International A License Acquired!

Unused Menus


OPTION.HTM is a leftover from the Test Drive build where options were to be changed at My Home menu, albeit with the top parts of the menu closer to the final My Home menus. The Option text is also localized for other versions.

Unused Tracks

To do:
Arcade versions of SSR11 with closed pits and Autumn Ring-Mini. Apparently it also have the arcade bumpiness (same found at Trial Mountain, Grand Valley, and Deep Forest) - documentation here.
Circuit and Notes Video
rogo-test - Circuit filename rogotest, track ID 3D

Basically Autumn Ring Mini with higher reflection settings than normal, similar to the Series Champion screen (where the player is presented a trophy). If played in versions other than the Japanese version, the Chrysler Corporation logo (also in the reverse version of Grand Valley Speedway) and the old Chevrolet logo can be seen.

END - Circuit filename end, track ID 3E

A circular course with a forest scene on the right and a big hole on the left. This track can be seen during the last part of the ending credits.

Unused Music

There are 4 tracks within the Gran Turismo disc that were never used at any point within the final release of the game, but remain in the files.

Quick Menu

Early Arcade Mode Menus?

Present in GAMEMENU.DAT are some early concepts of game menus and images of the Arcade Mode tracks in way earlier state compared to the Test Drive disc.


Two Arcade Mode menu screens, one for the main menu (note the Exit option) and a gearbox selection, the latter done on the same screen with car selection in all builds of the game.


It appears that Arcade Mode tracks were to be chosen by a highlight-style menu. Also, Grand Valley Speedway's very early name is revealed to be Prawn Speedway, while Clubman Stage Route 5 is named as Special Stage Route 5 Short (a similar name, Special Stage Route 5 Clubman, was used in Gran Turismo 6). These three tracks also feature PlayStation billboards; this self-advertising was not featured until Gran Turismo 3: A-Spec, where a PlayStation ad can be seen in Laguna Seca's corkscrew section. Deep Forest also features a different design for the advertising hoarding before the first turn, while High Speed Ring uses a different skybox.

Debug Information

GT1 Debug.png
As it turns out, the debug information that were in the demo builds are still here! Use one of the following codes, depending on the game version, to see them:

Japan US
D008A20C 3A56
3008FD40 0001
D008BB9C 3A56
3008FBE4 0001
D008BBDC 3A56
3008FC28 0001
D008B9E0 3A56
3008FA34 0001

Until Gran Turismo 4, this would be the only time a hidden debug option exists in a Gran Turismo game. Also, if you enable it and use bumper view, the statistics will appear twice, suggesting those statistics have something to do with rendering. Additionally, the color of the text is now tied to the pause text highlight; it will appear orange in an unpaused race.

(Source: Grin, Athena (US 1.0 code))

Revision Differences

In the US versions of the game, the Honda CR-X Si-R '91 was renamed to the Honda Civic CR-X Si '91, and the Honda Civic Type-R was renamed to Honda Civic (Racer), as a part of localization of Honda cars in the US (which includes the addition of Acura branding and the removal of the 1996 CR-X Del Sol VGi/SiR from the dealership), even though the Civic Type-R was never sold in the US, and Honda never referred the Type-R as such. However, the prize versions of these cars (won from the FF Challenge and Lightweight Challenge series respectively) retain the original names in the garage and My Car indicator, as well as the entry list and post-race standings screens in the original US version of the game. The 1.1 version partially fixed this problem, although both cars retain their original names in the entry lists and post-race standings.

(Source: GT2toXS, aka SportWagon (GTPlanet))

Unused Text

Song titles

SYSTEM.DAT contains a track list that does not appear in the US version.

Garbage: As Heaven Is Wide 
Ash: Lose Control 
Garbage: As Heaven Is Wide 
File: HIGH 
Cubanate: Autonomy 
Cubanate: Oxyacetylene 
Cubanate: Skeletal 
Cubanate: Industry

A fixed version of this track list is however used on the PAL version, since that version allow players to listen to the game music from the Options menu.


Car colors


Since the C2 Corvette and the NB Roadster are normally reserved for the arcade mode, and the arcade mode car selection does not show color names, these color names go unused, except if one of the cars is hacked to appear in the garage in Simulation Mode. Note that the NB Roadster does have three more colors (Chaste White, Brilliant Black, and Classic Red), but these are actually used in other Mazda cars.

Screen Files


Files for the Special Model screens for the four Western manufacturers (Aston Martin, Chevrolet, Chrysler/Dodge, and TVR) appear to exist, yet they never get used because none of them offer special model cars. Attempting to enter them simply causes the game to crash.


Incorrect Skyline GT-R in Arcade Mode

Although the logo in the Arcade Mode car selection says that the Nissan Skyline GT-R (R33) is the V-spec trim (nv34n), the game incorrectly calls the regular GT-R R33 instead (nr34n). This is evident when you finish the race or in a pre-race/post-race menu; the short name of the car you're driving is simply R33GT-R instead of R33GT-R Vspec, as well as the Arcade Mode car listings (0x4B5C4 to 0x4B6DC in original US release of the game, when in Arcade Mode menus) listing nr34n instead of nv34n. This seems to be a leftover from earlier demo versions of the game like the Trial Version one, where the R33 Skyline featured in Arcade Mode was originally the regular GT-R version, complete with the correct logo being used there.

GameShark code 3004B6DD 0076 (US 1.0) can be used to force the game to actually load the V-spec model of the R33 Skyline GT-R instead of the regular model, as the logo intended. The code should be enabled only when in Arcade Mode menus, and must be disabled before the race starts.

Car Parts

If you obtain another instance of a car that is already in your Garage, all non-permanent tuning parts that are in the first instance of that car are considered purchased and ready to install to all instances of that same car. This may be a leftover from the Test Drive demo, where you originally could buy parts for a specific car even when you're not in the car in question.

Note that this behavior is tied to the car ID/filename, so parts for regular and special color versions are not interchangeable.

Selling Concept Car

Car sale prices are determined from 50% of the car's purchase price (with an additional 10% if the car was sold to the matching dealership, for a total 60% value); the purchase prices are saved on the garage table in a way that allows used cars to be worth different amounts as these cars do not have a set sale price. However, because the game uses a purchase price of zero to prevent the purchase of the Dodge Concept Car from the Chrysler/Dodge dealership, this causes a side effect that also prevents the car from being sold if obtained from getting all gold on B-License. (Not that it matters, as none of the all-gold license prize cars can be obtained again without a memory card trade or alteration of garage data.) This also means that purchasing the car from a memory card trade is free of charge.

This also affects the Have 100 Cars of Your Choice GameShark code if applied to an empty garage; unwanted cars from the aforementioned code cannot be removed from the garage without adjusting the portion of the code that deals with the number of cars in the garage (3007DA48 00nn and 3009B87A 00nn, where nn is the amount of "visible" cars in the garage in hex) as empty garage slots do not have defined purchase prices.