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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.
CharacterIcon.png This game has unused playable characters.
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

To do:
Document the developer credits that can be found in the car textures, since they originate from here.

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

International Arcade Mode-Only Cars

For the international versions of the game, two cars were added, exclusive to the Arcade Mode: Mazda Roadster RS '98 and Chevrolet Corvette 427 Coupe '67. As there is no way to obtain them in the Simulation/Gran Turismo mode (although they do appear in Spot Races, as they reused opponent lists from Arcade Mode), there are some unused aspects with these cars if they are forcibly added to the garage.

  • Both cars have color names when placed in the garage.
  • Each cars have two variants in the game files. The dashless variants are the one used by the Arcade Mode, and only those variants can normally be loaded into the garage, as the versions with the dash lack associated garage IDs. Loading the duplicates into the Special Model sections will result in the car with the lowest garage ID, Toyota Starlet Glanza V, to appear instead.
    • NB Roadster: arodn (body ID 2B) and a-odn (body ID 06)
    • C2 Corvette: cc67n (body ID 33) and c-67n (body ID 32)
  • The Info button is enabled for both, but accessing it will cause the game to crash as they do not have description text written for them. However, if the dashed duplicates do get added to the garage, these will have the Info button disabled.
  • Tires are purchasable for either car (non-dashed variants only), but there are no other upgrade parts available for either car apart from that.

Note that for both cars, the color names have been converted from all-caps to sentence case.

Mazda Roadster RS '98

  • Length: 155 in
  • Width: 66 in
  • Height: 48 in
  • Tread (Front): 55 in
  • Tread (Rear): 56 in
  • Wheelbase: 89 in
  • Curb Weight: 2270 lb
  • Power: 139 hp/6400 rpm
    • This is different from the listed power in Arcade Mode (128 HP), which is the showroom HP of the 1.6 S Package version featured in GT2. The listed power rating in the spec sheet is much closer to the actual RS (1800cc engine) horsepower rating (both checked with GT2).
  • Torque: 867.9 lb.ft/5000 rpm
  • Front Suspension: Double Wishbone
  • Rear Suspension: Double Wishbone
  • Front Tire: 195/60-15
  • Rear Tire: 195/60-15
  • Displacement: 112 cu.in
  • Engine Type: DOHC L4
  • Aspiration: Normal
  • Garage Name: EUNOS ROADSTER RS
    • The garage name is incorrect, as Mazda dropped the Eunos sub-brand for the second-generation Roadster.
  • In-Race Name: ROADSTER'98 RS
  • Available colors:
    • Chaste White
    • Highlight Silver Metallic
    • Brilliant Black
    • Classic Red
    • Evolution Orange Mica
    • Twilight Blue Mica
      • The last two colors (and Highlight Silver Metallic) are unique to this car and their color names go unused otherwise.

Chevrolet Corvette 427 Coupe '67

  • Length: 175 in
  • Width: 69 in
  • Height: 49 in
  • Tread (Front): 57 in
  • Tread (Rear): 58 in
  • Wheelbase: 97 in
  • Curb Weight: 3395 lb
  • Power: 427 hp/6400 rpm
  • Torque: 3489.1 lb.ft /4000 rpm
  • Front Suspension: Double Wishbone
  • Rear Suspension: Double Wishbone
    • Note that in the US demo, the Corvette is listed with a coil spring for front and leaf spring for rear, reflecting what it had in the actual car; therefore, the in-game suspension listing is incorrect.
  • Front Tire: 205/45-15
  • Rear Tire: 205/45-15
  • Displacement: 426 cu.in
  • Engine Type: OHV V8
  • Aspiration: Normal
  • Garage Name: Corvette '67 427COUPE
  • In-Race Name: CORVETTE'67
  • Available colors:
    • Ermine White
    • Silver Pearl
    • Tuxedo Black
    • Rally Red
    • Marlboro Maroon
    • Sunfire Yellow
    • Goodwood Green
    • Elkhart Blue
    • Lynndale Blue
    • Marina Blue
      • As these colors are all unique to this car, the color name labels are otherwise unused.

Eunos Roadster (Arcade Mode)

GT1 Roadster Arcade.png

The game's Arcade Mode uses its own version of the Mazda Roadster (internally named amian, with body ID of 22 in the international versions or 21 in the Japanese version, and garage ID of AE), containing almost every color offered for the NA Roadster in the game (except for the J Limited/Sunburst Yellow color and colors that are part of the special color version). However, this variant is used in the B-8 license test, being the only time it gets used in the Simulation/Gran Turismo mode.

  • The Info button is enabled for the car, but accessing it will cause the game to crash as the game does not have description text written for it.
  • No upgrade parts are available for the car.
  • No color names are assigned to the car.
  • As the car is not intended to be used in the Gran Turismo/Simulation mode, it is ineligible for the Lightweight Sports Battle Stage event.
  • All specification data is directly taken from the regular NA Roadster (aminn), in effect being an exact copy of the car, colors aside. However, there is a bug where the car, if appearing as an opponent car in Arcade Mode or the Class C Spot Races, incorrectly use the physics/specification data from that of Toyota Starlet Glanza V, the car with lowest garage ID.


  • Length: 155 in
  • Width: 66 in
  • Height: 48 in
  • Tread (Front): 55 in
  • Tread (Rear): 55 in
  • Wheelbase: 89 in
  • Curb Weight: 2182 lb
  • Power: 127 hp/6400 rpm
  • Torque: 836.8 lb.ft/5000 rpm
  • Front Suspension: Double Wishbone
  • Rear Suspension: Double Wishbone
  • Front Tire: 195/60-15
  • Rear Tire: 195/60-15
  • Displacement: 112 cu.in
  • Engine Type: DOHC L4
  • Aspiration: Normal
  • In-Race Name: ROADSTER
  • Available colors: (approximated, as there are no color names)
    • Chaste White
    • typeII/Chaste White
    • Silver Stone Metallic
    • Brilliant Black
    • typeII/Brillant Black
    • Classic Red
    • VR Limited A/ Mica Melrot
    • British Racing Green
    • typeII/British Racing Green
    • VR Limited B/Excellent Green Mica
    • SR Limited/Sparkle Green Metallic
    • Laguna Blue Mica
    • Montego Blue Mica
    • B2 Limited/Twilight Blue Mica
      • For Chaste White, Brilliant Black, and British Racing Green, these colors are sourced from the V-Special model, identified with visible leather-colored seats in the rear window.

Toyota Celica GT-Four duplicate

In the international versions of the game, there is a duplicate copy of the Toyota Celica GT-FOUR, internally named tceen, with body ID of 122 (tceer with body ID of 123 for the racing counterpart). It also has it's own garage ID (B1), meaning that it can be normally added to the garage.

  • All of the car's statistics and behavior is taken directly from the regularly used model (tcegn), with one exception: the car actually has a proper 4WD behavior, unlike the regular model.
  • The Info button is enabled for the car, but accessing it will cause the game to crash as the game does not have description text written for it.
  • No upgrade parts are available for the car. This means that its racing modification is not directly accessible from the tuning shop, but instead by changing the racing modification flag in the garage (9BA2E for the first car in the garage in the US 1.0 version, while in Simulation/GT Mode).
  • The car does not have any car logo assigned at all. If the player has previously viewed a car, that car's logo will appear (minus any model year marker); otherwise the car logo space will be blank.
  • No color names are assigned to the road car; the color choices are otherwise identical to the regular model.

3D Objects for Menus

In addition to the cars mentioned above, some objects meant to be used in menu scenes, like in the next game are also treated as cars by the game.

  • None of these objects can be normally stored in the garage, as they do not have a garage ID assigned.
  • Neither the trophy nor the license logos have medium or far LOD textures. The trophy also uses identical medium/far LOD models with that of the license logos. The GT logo object does have a unique medium and far LOD models, in form of a small floating box and a corrupted, car-like silhouette, respectively.
  • All of these objects use generic five-spoke rims as used in some cars in the Test Drive demo.
  • The GRAN TURISMO LOGO object is available in three colors to represent the award the player received in each license test (bronze, silver, or gold).
  • Unlike their GT2 counterparts, the license logos in this game are placed in a way that makes it look like a table with wheels when used in a race.
  • The Series Champion trophy and license logos have typos in their in-race names.

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


  • Internal name: rogotest
  • Track ID: 3D

rogo-test is essentially Autumn Ring Mini with higher reflection settings than normal, similar to that used in the Series Champion screen (where the player is presented a trophy). 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 were left unchanged.


  • Internal name: end
  • Track ID: 3E

END is a circular course with a forest scene on the right and a big hole on the left. It also has an unique sunset skybox not used by any other track. The name suggests that it may have been used in the ending credits, which uses FMV to display the slideshow (including the scene of the NISMO GT-R LM driving into the sunet) and music.

Autumn Ring Mini (Arcade Mode)

  • Internal name: arcade_mini
  • Track ID: 0E

This is intended to be the arcade mode version of Autumn Ring Mini, a track normally not available in that mode. Since the Simulation/GT Mode version of the track has closed pit road to begin with, there is no difference to the regular version. It is worth noting that the original purpose of the Arcade Mode and Simulation/GT Mode tracks being separated was to originally segregate records between modes, although international versions later used it to add jumps to certain tracks available in that mode.

Special Stage Route 11 (Arcade Mode)

  • Internal name: arcade_outbahn
  • Track ID: 1C

This is intended to the arcade mode version of Special Stage Route 11, a track normally not available in that mode (except in the 60 fps GT Hi-Fi mode). Unlike the regular version of the track as used in the Simulation/GT Mode, this variant has the pit lane closed, in line with Arcade Mode versions of the tracks (as well as most tracks in the game that does not host endurance races).

Special Stage Route 11 II (Arcade Mode)

  • Internal name: arcade_rev_outbahn
  • Track ID: 1D

A curious duplicate of the reverse layout of Special Stage Route 11, with closed pit roads as with most Arcade Mode tracks, right down to the internal naming convention. Since Arcade Mode uses only forward layouts of the tracks, this might be planned for a scrapped International A license test, which requires the player to navigate a full lap of each track in a foreign-make car.

(Source: GT2toXS/SportWagon (track IDs))

Unused Behaviors

Grid Slots

For the daytime tracks, there are two additional, unused starting grid positions coded in each track (7th and 8th). For the night tracks, the number of extra grid slots is even larger, totaling at 13 grid slots. While the game's engine only allows for six cars, additional number of cars on the grid can be added in the Test Drive demo using cheat devices, but the game will load additional copies of one of the six cars on the grid with increasingly darker textures. Therefore, the effect on the unused grid slots in the retail version is that the starting grid can be moved further away from the starting line.

Negative Credits

The game allows the player to have negative amount of credits. When this occurs, the number of credits the player has will turn red in the Simulation/GT Mode indicator on the bottom of the screen. However, with exception of an emulation issue on very old emulators where using Car Wash under certain conditions can result the player's credits to overflow to negative, there is no in-game way to actually have negative amount of credits.

Unused Music

To do:
There's another one.

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. Despite them being unused, equivalents for international versions were composed anyway.

Quick Menu

The Japanese version features more unused tracks: "A Man of the World", "More than Loving" and "Going to Extremes". However, these songs are featured in the game's official soundtrack.

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 is left unused in the American and Japanese versions.

Japanese version

New G.T. 1
G.T 2
G.T 3

Notice how the songs that did not originate from Masahiro Andoh's solo album "Andy's" are tentatively titled "New G.T. 1" (Get Closer), "G.T 2" (Kiss you Good-bye) and "G.T 3" (Going to Extremes), while "A Man of the World" is oddly titled "JAZZ".

(Discovery: pez2k)

American version

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

Notice how the slots that were taken by Feeder's songs in the PAL version are replaced by duplicates of other songs, the exception being "Chicken on a Bone" being replaced by TMF's 5 Miles High, which is oddly abbreviated as "File: HIGH".

The European version has a corrected tracklist available in the Options menu, where the player can listen to the soundtrack.


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.