Proto:Gran Turismo 5/GT5 Demo 2010
This is a sub-page of Proto:Gran Turismo 5.
GT5 Demo 2010 is an early build that was compiled on July 16, 2010. This build of the game was released on the Internet Archive, as part of a PS3 IDU update disc, as early back as October 13, 2018, but the build would remain encrypted until August 8, 2019, where Internet aliases Razerman and Elston87 decrypted the encrypted package that contained the build. The build was later re-packaged and re-released the following day.
This build of the game was not publicly distributed. It was only available for play via trade shows and public events, displays and kiosks that showcased the build and the developers' then-current progress of the full game. From the compile date, this build predates the final release-to-manufacturing build of the game by around four months.
- 1 Sub-Pages
- 2 Installation Note
- 3 General Analysis
- 4 User Interface
- 5 Cars
- 6 Courses
- 7 Graphics
- 7.1 Course Thumbnails
- 7.1.1 "deepforest" (Deep Forest Raceway)
- 7.1.2 "grandvalley" (Grand Valley Speedway)
- 7.1.3 "highspeedring" (High Speed Ring)
- 7.1.4 "london" (London)
- 7.1.5 "montecarlo" (Côte d'Azur)
- 7.1.6 "rome" (Rome Circuit)
- 7.1.7 "route5" (Special Stage Route 5)
- 7.1.8 "suzuka" (Suzuka Circuit)
- 7.1.9 "suzuka_east" (Suzuka Circuit East Course)
- 7.1.10 "tsukuba" (Tsukuba Circuit)
- 7.1 Course Thumbnails
| GT Mode|
Documents differences in GT Mode found in the build at this point in the game's development.
Because of how PS3 games are normally distributed and executed, this build has details worth noting that deviate from the norm:
Digital-only PS3 games are distributed and installed on consoles via package files. This build is contained in a package file inside its IDU disc, intended for kiosk consoles running a special firmware. Normally, package files can be installed on any console, regardless of whether or not the console can actually execute the software that was installed, an example being homebrew. However, this build's package file is a special case.
The PS3 IDU disc contains a firmware update, as all IDU discs do; they included a firmware update alongside game software and other multimedia content intended for kiosk/display-only consoles. For most IDU discs, this content is distributed via a system software backup that is included on the disc that the console wipes its HDD and restores the backup of the contents of from the disc, essentially a "bare-metal install" for each and every new IDU disc (if used as intended). However, this disc contains the game software as a package file, which is different from the normal distribution method on these discs.
As aforementioned, any console can usually install any package file, regardless if the console can actually execute the software or not. However, the encryption key used to decrypt and install this build's package file is different from normal firmware. The firmware package that is found on the disc contains a very unique decryption key used to install this build. Therefor, the only way to install this build was to have a console update its firmware to the special firmware package on the disc and then install the package file.
- This build mostly resembles the final game in terms of appearance and user interface, and has mostly matured from the original Gran Turismo 5 Prologue codebase that was carried forward for the even earlier Gran Turismo 5 Time Trial Challenge build, but some elements still remain.
- Settings are enabled by default that restrict access to content within the build. However, by editing the save file that the build creates, it is possible to gain access to more content. Arcade Mode is the only game mode that is normally available for selection from the Top Menu.
- From investigating the build's data files, there is a total of 72 vehicles and ten courses present in the build, but only a selection of these are normally playable.
- Most of the unused graphical assets that were found in the final release of the game can also be found within this build's data files.
- Music and sound effects are carried over from Gran Turismo 5 Prologue.
- Some data from the PSP spinoff title can be found within the build's data files.
General UI & Top Menu
The Top Menu in this build mostly resembles the final game's Top Menu, with a few differences:
- Menu UI sound effects are the same as those used in Gran Turismo 5 Prologue, and by extension, Gran Turismo HD Concept.
- The selection cursor has no glow effect in this build; a blue glow effect was added to the cursor in the final.
- The current month, day and time are displayed on the top right corner of the screen, with a different appearance than the final version. Only the current time and day are displayed in the final version of the game. Unlike the final version, however, this information is not displayed while on the Top Menu in this build.
- The copyright text is on the top right corner of the Top Menu screen in this build, before it was shifted to the top left corner in the final.
- The Top Menu's icons resemble those found in the Gran Turismo 5 Time Trial Challenge build, and by extension, the PSP spinoff title.
- Only Arcade Mode is available for selection from the Top Menu. All of the other options are disabled, exclaiming that they "are not available in this version", however, by editing the build's save data, most of these can be unlocked.
- My Home is functional, and contains a very early state of what GT Mode would have looked like at this point in development.
- Options is not functional no matter if the save data is appropriately edited; it stays disabled regardless.
- Only a single background music track plays on repeat while in the menus.
- Scenes that are displayed on the Top Menu have sound enabled; background noise can be heard from these scenes whilst on the Top Menu. Sound during the scenes was disabled on the Top Menu in the final version of the game and thus the background noise was muted.
- Only Single Race and Time Trial are normally available for selection here in this build. The rest of the game modes are disabled, but can be enabled by editing the build's save data.
- Description text for each of the game modes is different.
- Another game mode is present on this screen for Arcade Mode, Special Events, which isn't present in the final game's Arcade Mode. The image used for the game mode is actually a higher resolution asset carried over from the PSP spinoff title.
- The Vehicle Selection screen is mostly the same as in the final version of the game, with very minor transition differences.
- While configuring Driving Options after a vehicle is selected, there is a setting for Driving Physics with options for "Standard" and "Professional", just like in Gran Turismo 5 Prologue and the PSP spinoff title. This setting was removed from the final version of the game. Perhaps this was an early name for a setting that would be added as a standalone configurable setting named Skid Recovery Force in the final version of the game.
- Names for tires still resemble those from Gran Turismo 5 Prologue and by extension Gran Turismo HD Concept.
By hacking the build's save data, Special Events can be unlocked in Arcade Mode. There is a single playable special event that is a three lap single race around Indy Speedway with a few differences. A brief description of the event is below:
The first four cars in the grid take off immediately, while the other four cars of the total eight car grid remain parked on the final turn of the course, including the player's car who is in fifth place in the grid. After around 30 seconds have passed, the last four cars then start driving, with the player remaining in auto-drive, driving inside into pit lane. The camera is locked to interior cam, and once the player's car is parked inside pit lane, the camera changes to a different angle inside the car's interior while the pit crew goes to work; the animated sequence that plays out here was later reused for one of the expert level challenges of the Jeff Gordon NASCAR School Special Event in the final version of the game.
After pit work is complete, the player's car then auto-drives out of pit lane and the player finally gains control of their vehicle, as well as the ability to change their camera view, dropping the player all the way down to eighth place. Before making their second lap, the leading four cars in the grid make a pit stop, allowing the player to move up to fourth place, but the leading three cars are still a good 30 seconds ahead, meaning that the player can only finish the race with a top place of fourth.
By hacking the build's save data, Drift Trial can be unlocked in Arcade Mode. However, the functions needed for this mode of play to work are missing in this build. The game will load what is essentially a mockup of the mode selection pre-race screen from Gran Turismo 5 Prologue; the course map even changes depending on what course is selected, as all courses present in this build have the appropriate assets (which themselves are also still stylized like they were meant for GT5P as well). The game will soft-lock once this screen loads, and the game will have to be reset at this point.
As with the previous two modes of play, hacking the build's save data can enable "2P Battle" in Arcade Mode, but it is broken in this build. While the screen does properly split in two, and controller inputs are properly separated as well, Driving Options do not display after each player selects their vehicle and are invisible, but still configurable. After the players confirm their vehicle selection and Driving Options and finishes loading, the game then causes a fault in the RSX GPU of the PS3; the display will stop updating, but the game will still be running in the background otherwise. This happens because the graphics code required to render two-player split-screen has not been implemented yet. Pressing the PS Button to access the XMB will cause the game and thus the system to crash, requiring a hard reset at this point.
- This screen mostly resembles the final version of the game, with a different appearance for the list of vehicles and their drivers that are in the current race/the leaderboards for Time Trial.
- AI opponents only have a first name displayed, whereas the final version displays their first initial and their last name.
- The UI option select still has a small box that surrounds the available options, whereas this was changed to a border that fills the entire bottom of the screen in the final.
- The music that plays during this screen is once again the same as the track used in Gran Turismo 5 Prologue, and by extension, Gran Turismo HD Concept.
- It is possible to save replays after a race, but it isn't possible to view saved replays in this build due to the restricted access to content.
In-Game and Heads-Up Display
- The HUD mostly resembles the final version's HUD, with a few elements still carried forth from Gran Turismo 5 Prologue, such as the vehicle status indicator cluster in the bottom-left corner of the screen while in certain camera modes.
- The G-Force indicator is on the bottom-left corner of the HUD in this build while in certain camera modes, grouped with the other status indicators. It was relocated to the bottom of the screen in the final and was changed to the indicator that's displayed while in bumper cam.
- There are still no skid mark graphical effects produced by vehicles yet, a characteristic still carried forth from Gran Turismo 5 Prologue. Tire skid sound effects are identical to the final version's sound effects, however.
- Sound balancing is noticably different in this build while in-game.
- Players only have the option to resume, restart or quit the current race when the game is paused. No settings can be changed and no HUD elements can be configured yet in this build.
- Replays are restricted to viewing only the player's car and have simpler playback controls. Replays instantly cut with a rough fade transition when they end.
- Players are restricted to a time limit of two minutes and 30 seconds per race. The game will slowly fade to black and then playback the replay of the race once time expires.
Only nine of the 72 total vehicles present in this build are available to select from:
- Mercedes-Benz SLS AMG '10
- Chevrolet Corvette Stingray Convertible (C3) '69
- Ferrari Enzo Ferrari '02
- Citroën GT by Citroën Road Car
- Ferrari 458 Italia '09
- Lamborghini Gallardo LP 560-4 '08
- Audi R8 4.2 FSI R tronic '07
- Chevrolet 2010 Jeff Gordon #24 DuPont CHEVROLET IMPALA '10
- Nissan MOTUL AUTECH GT-R (SUPER GT) '08
This leaves a number of vehicles normally unplayable, 63 to be exact. Some of these vehicles appear as AI opponents in Single Race:
- Amuse S2000 GT1 Turbo
- Amuse NISMO 380RS Super Leggera
- Amuse/Opera Performance GRAN TURISMO 350Z RS
- Autobacs ARTA Garaiya (SUPER GT) '08
- BMW 135i Coupe '07
- BMW M5 '08
- Chevrolet Corvette ZR1 (C6) '09
- Chevrolet 2010 Tony Stewart #14 Office Depot/Old Spice CHEVROLET IMPALA '10
- Chevrolet 2010 Jimmie Johnson #48 Lowe's CHEVROLET IMPALA '10
- Chevrolet 2010 Dale Earnhardt Jr. #88 AMP Energy/National Guard CHEVROLET IMPALA '10
- Chevrolet Camaro SS '10
- Chevrolet Camaro Z28 '69
- Chevrolet 2010 Juan Montoya #42 Target CHEVROLET IMPALA '10
- Dodge Viper SRT10 ACR '08
- Dodge Challenger R/T '70
- Dodge Challenger SRT8 '08
- Ford Mustang V8 GT Coupe Premium '07
- Ford GT '06
- Ford 2010 Carl Edwards #99 Aflac FORD FUSION '10
- Ford Focus RS WRC 07 '08
- High End Performance G37
- HKS CT230R '08
- Honda ARTA NSX (SUPER GT) '06
- Honda NSX Type R '02
- HPA Motorsports FT565 twin turbo Audi TT
- Jaguar XK Coupe Luxury '07
- Lexus IS F '07
- Lexus DENSO DUNLOP SARD SC430 (SUPER GT) '08
- Lexus Weds Sport IS350 (SUPER GT) '08
- Lexus BANDAI DIREZZA SC430 (SUPER GT) '06
- Lexus PETRONAS TOM'S SC430 (SUPER GT) '08
- Lotus Evora '09
- Lotus Esprit V8 '02
- Mazda RX-7 Spirit R Type A (FD) '02
- McLaren F1 '94
- Mercedes-Benz SLR McLaren (19inch Wheel Option) '09
- Mine's BNR34 SKYLINE GT-R N1 base '06
- Mitsubishi Lancer Evolution X GSR Premium Package '07
- Nissan XANAVI NISMO Z (SUPER GT) '06
- Nissan SKYLINE Coupe 370GT Type SP '07
- Nissan Fairlady Z Version S (Z33) '07
- Nissan Calsonic IMPUL GT-R (SUPER GT) '08
- Nissan YellowHat YMS TOMICA GT-R (SUPER GT) '08
- Nissan XANAVI NISMO GT-R (SUPER GT) '08
- Nissan SKYLINE GT-R V・spec II Nür (R34) '02
- Peugeot 908 HDi FAP - Team Peugeot Total '10
- RE Amemiya Amemiya AsparaDrink RX7 (SUPER GT) '06
- Subaru IMPREZA WRX STI (18inch BBS Wheel Option) '07
- Subaru IMPREZA WRC 2008 '08
- Suzuki SX4 WRC '08
- Toyota Castrol TOM'S SUPRA (JGTC) '97
- Toyota YellowHat YMS Supra (SUPER GT) '05
- Toyota FT-86 G SPORTS Concept '10
- Toyota 2010 Kyle Busch #18 M&M'S® TOYOTA CAMRY '10
- Toyota 2010 Joey Logano #20 The Home Depot TOYOTA CAMRY '10
- Toyota 2010 Brian Vickers #83 Red Bull TOYOTA CAMRY '10
Five of these 72 vehicles do not appear anywhere in Arcade Mode at all, but data for them is still present in the game:
- Clio Renault Sport V6 24V Tuned Car
- Lotus Elise 111R Tuned Car
- Mitsubishi Lancer Evolution IX GSR Tuned Car
- Mitsubishi Lancer Evolution X GSR Premium Package Tuned Car
- TVR Tuscan Speed 6 Tuned Car
These vehicles are actually Tuned variants of cars that were featured in Gran Turismo 5 Prologue. These Tuned variants did not carry over to the final version of the game, but they can be found here carried over into this build.
Only five of the ten total courses present in this build are available to select from:
- Superspeedway - Indy
- Nürburgring Nordschleife
- Tokyo R246
Five other courses can be found in the game's data files which are not normally playable without the use of hacking and/or modifications:
- Curso Del Sol
- Circuit de la Sarthe 2009
- BBC TopGear TestTrack
- Nürburgring GP/F
- Nürburgring 24h
- Tokyo R246 and Nürburgring Nordschleife are missing a course logo while the build is loading a race.
- Curso Del Sol is an early name for Circuito de Madrid that was featured in the final game, and BBC TopGear TestTrack was renamed to a simpler name in the final as The Top Gear Test Track.
- While the Nürburgring Nordschleife course is included, the time limit makes it a rather questionable inclusion in this build, since it is only possible to drive the first few beginning sections of the course before the time limit expires. It is possible to complete a lap on every other course featured in the build except for this one.
This build of the game contains what is essentially an earlier version of the Toscana course. This rendition of the course mostly resembles the final game's rendition with a few differences.
There's not much dynamic scenery, such as spectators on the sidelines, and there is signficiantly lesser barriers and trees on the course itself, allowing for a lot of runoff room for vehicles driving the course; more barriers were added in the final rendition of the course to prevent players from veering their vehicle too deep into some corners of the course and thus intercepting some scenery (such as the hay bales) that doesn't have any collision. The time of day cannot be adjusted in this build of the game yet, but the course quickly transitions from afternoon to night rather quickly, possibly to demonstrate the new time lapse feature of the game.
As a matter of fact, the course thumbnails used to preview the course on the Course Select screen in the final version initially used the same assets as this build's rendition of the course. The assets for the course were actually updated in Version 2.00 of the final game to reflect the final rendition of the course.
Course Thumbnail 1
Course Thumbnail 2
Most of the course thumbnail assets that are in this build are the same as those in the final, but some are different while others are outright missing, such as those for Trial Mountain.
"deepforest" (Deep Forest Raceway)
The assets used in this build of the game are shots of the PS2 rendition ported forward to PS3 hardware. These were used as placeholders until the final updated course was finished and thus new assets were produced.
"grandvalley" (Grand Valley Speedway)
Another course which uses its PS2 rendition ported forward to PS3 hardware as placeholder assets until the final updated version was finished.
"highspeedring" (High Speed Ring)
Only the 1st thumbnail is different in this build. The asset here in this build uses a slightly different angle than the final's asset. Otherwise it is the same course.
The asset here in this build uses a slightly different angle than the final's asset. Otherwise it is the same course.
"montecarlo" (Côte d'Azur)
Both assets for the 1st thumbnail depict the exact same camera angle in the shots, but the asset in this build depicts the PS2 rendition ported forward to PS3 hardware, used as placeholders until the final updated version was finished.
"rome" (Rome Circuit)
Rome Circuit was in the final stages of completion in this build, as the assets here depict the differences, such as different textures on the coliseum and columns, and some scenery objects have not been added yet. Also, in the 2nd thumbnail, the curbing is a different color.
"route5" (Special Stage Route 5)
Only the 1st thumbnail is different in this build. Here, it depicts the course set in a different time-of-day. The 2nd thumbnail is identical between this build and the final.
"suzuka" (Suzuka Circuit)
The assets in this build depict the earlier rendition used in Gran Turismo 5 Prologue before it was updated for the final build. The course is the same, just that some trackside banners and other billboards were updated to resemble the then-current rendition of the course in 2010.
"suzuka_east" (Suzuka Circuit East Course)
Same case above as Suzuka Circuit, though the assets in this build depict different shots.
"tsukuba" (Tsukuba Circuit)
Only the 1st thumbnail is different in this build. There are noticeable differences such as darker lighting and different graphics on the starting post. The 2nd thumbnail is identical between this build and the final.