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Need for Speed: ProStreet

From The Cutting Room Floor
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Title Screen

Need for Speed: ProStreet

Developer: EA Black Box
Publisher: Electronic Arts
Platforms: Windows, PlayStation 3, Xbox 360, Wii, PlayStation 2
Released in JP: January 31, 2008
Released in US: November 14, 2007
Released in EU: November 23, 2007
Released in KR: December 10, 2007


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.


This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Hmmm...
To do:
  • A lot of unused text in the language files.
  • Debug car liveries + Carbon demo liveries in the car texture files.
  • Unused and leftover textures in "DYNTEX.BIN" and "FRONTB1.BIN".
  • "l6r_infineon_mini_map.bin".
  • Leftover E3 hubs.
  • Unused audio.

Need for Speed: ProStreet deviated from the free roaming formula of the previous three titles and took a dive into the scene of closed-track legal racing.

The PC port is also rather infamous for having a game-breaking bug in which you couldn't continue past the race results screen that would never get officially fixed until a modder came along almost 10 years later.

Subpages

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Debug Mode
Hidden in plain sight.
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Unused Audio
"Come on, Chi-town, make some nooooooise!"
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Unused Text
...Typeracer?
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Unused Car Liveries
At least vinyls are free.
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Inaccessible Online Features
No Mario Kart Wii-style resurrection for these servers, it seems.

Special Vinyl Menu

Just like in Need for Speed: Carbon, a hidden vinyl menu labeled "special" exists. This menu was most likely used to easily apply specific decals to cars speed up the livery creation process. There are even car restrictions in place, so certain vinyls can only be applied to certain cars.

It can be made available via modding.

Unused Song

A 38th song exists within "ps_music.mus" which does not play in-game. The song in question is known as "Vertical Drop" by Splitting Adam. It doesn't exactly sound like it fits anywhere in the game, so one could assume that would be the reason it didn't make it.

The 38th song's strings even exist, though they've been replaced to that of "A Cause Des Garçons - Yelle" but with line breaks added.

Unused Tracks

L6R_LAGUNASECA

Hmmm...
To do:
  • Extract the floor texture.
  • Find those test tracks Speedy mentioned and document them.

Present only in the Asian release, files for what was once supposed to be Laguna Seca Raceway exist. Despite the name, the only thing that's actually there is a textured flat plane that emits dust and has a birds-eye-view of Portland International Raceway on it.

L7R_LEIPZIG and L7R_LAGUNASECA

Present in only the leaked "Alpha 61" build for the PS2, placeholder tracks for both Laguna Seca Raceway and the Porsche Leipzig race track exist, despite the PlayStation 2 and Wii versions never actually receiving Leipzig. Continuing the trend of using early versions of already existing tracks being used as placeholders, these two are both of a very early version of Mondello Park.

L6R_ShutoExpressway

Another unfinished track referred to as "ShutoExpressway" exists in every version. The track actually has a proper road spline, and even has some rough level scenery consisting of various windowed cuboids placed on some basic pieces of land. The destructible canyon barriers from Need for Speed: Carbon even make a return. It is unknown if the barriers were a cut concept or simply just a placeholder.

The track layout itself is a recreation of Shuto Expressway Route 11 and is fairly unique as it is the only track that allows driving on both separated and elevated sections of road at the same time. This track was most likely abandoned for the version of the expressway included with the Booster Pack.

Unused/Placeholder Cutscenes

Hmmm...
To do:
Find the filenames, if possible.

Hidden in all releases are two videos titled "tutorial02_careermap" and "fmv11_genericmographbed". The former being an unused cutscene meant to introduce the player to the career mode, the latter being a simple placeholder.

Two more placeholder videos are also present in only the PlayStation 2 and Wii versions. The actual filenames of these are unknown at the moment, but the placeholder text gives a pretty good idea on what it they were used for.

Platform Differences

There are quite a few as this game was released for a wide variety of consoles.

Title Screen

  • The Wii version adds the "Licensed by Nintendo" text in addition to the Electronic Arts copyright text.
  • Console versions without online capabilities do not have the "Online Interaction Not Rated By The ESRB" splash text.
  • The next-gen console versions add the "HD compatible for optimal gaming" splash text at the top of the screen. This can also be seen in the PC version if you set the HUD mode to that of the console versions.
  • The "press button to continue" prompt is different for every version.

Main Menu

  • The PC version adds the "LAN Play" and "Quit" buttons to the menu tree.
  • All of the console versions lack the "LAN Play" and "Quit" buttons.
  • The Wii and PlayStation 2 versions have all of the online-related menus removed.

Car Lot

  • The Xbox 360 version adds the option to purchase things with Microsoft Points rather than in-game cash.
  • The Wii and PlayStation 2 versions lack all of the Collector's Edition and Booster Pack cars. Their preset car entries are still here, however.

Race Day Hubs

  • The next-gen versions have a fully animated and decorated hub that plays within the game world whereas the Wii and PlayStation 2 versions simply use sets of still images. Funnily enough, they're screenshots from earlier in development!

In-Game

  • The HUD is scaled to the window size in the PC version, whereas the HUD is slightly smaller in the console versions.