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The Warriors

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Title Screen

The Warriors

Developers: Rockstar Toronto (PS2/Xbox), Rockstar London (PSP)
Publisher: Rockstar Games
Platforms: PlayStation 2, Xbox, PlayStation Portable
Released in US: October 17, 2005
Released in EU: October 21, 2005


AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
CodeIcon.png This game has unused code.
MinigameIcon.png This game has unused modes / minigames.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.
BonusIcon.png This game has hidden bonus content.


And you were just a scroll away from being fired too...
Oh dear, I do believe I have the vapors.
This page contains content that is not safe for work or other locations with the potential for personal embarrassment.
Such as: Decapitated Hi-Hat, vulgar language, and sexual sounds.

The Warriors is a beat-'em-up based on the 1979 film of the same name, unlike most movie-based games, this game is actually very faithful to the movie.

Hmmm...
To do:
  • Research more objects, there are also weapons undocumented.
  • "Come out to Play" unused cutscenes.
  • Forgotten security guard that only appears in the PS version.
  • Research more unused dialogues, especially DJ failed dialogues.
  • Platform differences, the Europe version has the lowest version number.
  • Unused areas.
  • Try to render the objects instead of screenshotting them... somehow.

Sub-Pages

TheWarriors-PS2-dyn pickable.png
Unused Objects
MovieIcon.png
Unused Cutscenes
TheWarriors-PS2 dyn turnbull a.png
Unused Textures
SoundIcon.png
Unused Audios

Unused Maps

Rumble

Have Mercy

level112, named "Coney Island: Coney Drag", is an unused map made for the gamemode Have Mercy. It takes place in the second area of Coney Island outside the shops.

  • Players cannot enter the stores, even with the windows and doors destroyed.
  • Wire fences are invisible, though they can still be climbed over.
  • There are no peds.
Wheels of Steel

level103, named "Coney Island: Warrior Turf", is an unused map made for the game mode Wheels of Steel. It takes place in the second area of Coney Island from the first level "New Blood".

  • In comparison, this map is the shortest than any other maps available for Wheels of Steel.
  • Players can skip the checkpoints by going through the gaps of the roadblocks.

Unknown

The Shanties

level106, named "The Shanties", is an unused map. It is unknown what mode it is used for. It is a stripped version of East Coney's "Heavy Muscle", only showing the Hobos' homes.

Graveyard

level119, named "The Graveyard", is an unused map. It is unknown what mode it is used for.

(Source: atlas)

Rumble Mode

Game Modes

Stay Tuned
TheWarriors-PS2 stayTunedLoadScreen.png

The player has to "fight for the stereo and play your song".

Pig Wrasslin

The loadscreen has the War Party loadscreen but the colors are inverted, with the text of the unused mode in red with a white backdrop. Note the old "Loading..." text and the old War Party title position.

Unused War Party loadscreen
TheWarriors-PS2 pigWrasslinLoadscreen.png TheWarriors-PS2 warPartyLoadscreen.png
Motor Mayhem
Unused loadscreen.
A Life on the Run

A Life on the Run is a Co-op gamemode only, but can be bypassed to be played alone. The player has to jump, break, avoid obstacles, and picklock gates while being chased by the Cops until the end of the alleyway. Whoever first races to the destination wins. There are two maps made for this unused gamemode, "Gunhill Chase" taking place in Gunhill Road and "Furies' Chase" in Riverside Park, neither of them are polished.

"Gunhill Chase"

"Furies' Chase"

Hi-Fi Hi-Jinx

Hi-Fi Hi-Jinx takes place in Bensonhurst. Players has to steal electronics from the Hi Fi store until the 2:30 timer rings. At two minutes mark, four cops arrives through the backdoor of the store. The game mode is unfinished, therefore resulting bugs to enemies and their placements.

  • The second team will not try to reach any points (money).
  • The cops spawn noticeably.
Mug of War
Unused loadscreen.
Homeland Security
Unused loadscreen.
Have Mercy
Wheelchair Tag
Unused loadscreen.
(Source: atlas (discovery), BlayKay - 47 (textures))

Unused Models and Characters

West Side Lords

This gang can be seen from the meeting cutscene. The model and textures files still remain in the game.

Warriors

Cowboy
Destroyer Cowboy.
(Rear view)

Cowboy has an unused model and texture of him wearing the Destroyers vest with white and red shirt.

Snow

Snow has an unused model and texture of him wearing the Destroyers vest with no accessories. The Xbox version has incorrect texture mapping.

Swan
Unused Hurricane texture.

Swan has two unused models and corrupted textures. First texture contains Vermin, resulting in an incorrect texture mapping. Second texture contains an unused character texture of a member of the Hurricanes, resulting the same with Vermin's. For the Xbox version, the texture for the unused Hurricane is unavailable therefore the game uses the default player. Another one is a weird scan of real life Swan, it has no associated models.

New Blood - Jones

Jones has an unused model and texture of him wearing a red and white tank top without the Warriors vest. In the Xbox version, the model is the one wearing the vest, resulting incorrect texture mapping.

New Blood - Lynx

Lynx has three unused models and textures. The first is his everyday Warriors costume but with hints of blood on his face and shirt. Second, he wears a white shirt without the Warriors vest and his black gloves. Third, he has the same costume with the second, but with "Fuck U Huns!" written on the white shirt. In the Xbox version, the character for Bruised Lynx is not available, therefore uses the previous player model or freezes the game.

New Blood - Malcolm

Malcolm has an unused model and texture of him wearing no shirt.

Orphans

Sully

Sully, the leader of the Orphans, has three unused models and textures. First one is him being full green. Second, a ripped shirt of him incorrectly placed on his original model. Third, is a more correct version of the second one. In the Xbox version, "Ripped Shirt" Sully is not available, therefore the game uses the default player, additionally, Glowing Sully freezes the game.

(Source: atlas)

Hurricanes

Diego
Injured Diego. hurr_de_in

Diego has an unused texture of him injured. Several blood marks is seen on the head and the torso.

Unnamed Hurricanes Boss
Unused Hurricane texture.

As mentioned from Swan's unused character, it is supposedly to be the Hurricane's boss according to the model and texture's name hurr_bo. Gang models that ends with _bo is usually the leader of the gang.

Knife Dealers

Unfinished Julius
Unfinished Julius.

It is Julius without the logo on his shirt.

Cops

Security Guards

There are two unused security guards.

(Source: MaiconJuggalo, EL LOCO)

Members from the Meeting

These gangs can be seen from the cutscene meeting. Their models and textures still remain in the game.

Electric Eliminators
Jones Street Boys
Baseball Furies
Savage Huns
Turnbull ACs

Oddities

Rhino in Real Heavy Rep

If Ace is down, the message says "Rhino down!" instead of "Ace down!".

Turnbull A.C.s and Satan's Mothers in "Boys in Blue"

When a player fails during the level "Boys in Blue", the DJ will mention members of the Turnbull A.C.s and Satan's Mothers without mentions of the Jones Street Boys.

Speech Audio
DJ: The cops rocked pedal last tonight. After one of their own was found wasted, members of the A.C.s, the Satan's Mothers, and the Warriors were all arrested. Better keep an eye on the man, boppers.
(Source: ZT)
Early Cobb as an overhead icon in Armies of the Night

When targeting at Cobb in Armies of the Night Stage Five, the icon is actually an earlier design of him. There is only one official screenshot shows the early design, and also the scrapped Rumble mode "Stay Tuned" loading screen.

Platform Differences

General Differences

  • Most textures in Xbox has twice the resolution than PlayStation 2 and PlayStation Portable textures. Comparing the color grading, the PSP is at the most bottom of the list, with PS2 in the middle and Xbox on the top. Using the Orphans gang intro and Fox's texture as an example for comparison.
Fox
Xbox PlayStation 2 PlayStation Portable
TheWarriors-Xbox foxTexture.png TheWarriors-PS2 foxTexture.png TheWarriors-PSP foxTexture.png
(512x512) (256x256) (256x256)
Orphans
TheWarriors-Xbox orphansTexture.png TheWarriors-PS2 orphansTexture.png TheWarriors-PSP orphansTexture.png
  • Each platforms has different controls optimized for the consoles controllers. The PSP has the fewest buttons, so many controls are more different than the other two.
Xbox PlayStation 2 PlayStation Portable
TheWarriors-Xbox controls.png TheWarriors-PS2 controls.png TheWarriors-PSP controls.png

Xbox

  • Xbox has dynamic shadows on characters. Unlike other platforms, they use a simpler shadow.

PlayStation Portable

  • For Co-op gameplay, the PSP platform uses WLAN feature to connect another PSP to play together. Meaning the second player cannot jump in a middle of a game. Unlike other platforms, they use two controllers and can join anywhere.
  • The Bonus Objective "Armies of the Night" is unlocked after the level "Payback", unlike other platforms, players need to finish the main levels to unlock the minigame.
  • In Payback (E), there are three spray can boxes unlike other platforms, only one spray can box.
  • Chatterbox and Cobb in the PSP platform is optimized to have lower amount of poly.
  • Few heads up displays are made larger to fit in the PSP's screen.
    • The level screen between PSP and Xbox:
PlayStation Portable Xbox
TheWarriors-PSP levelSelect.png TheWarriors-Xbox levelSelect.png
    • The menu locations are changed. To edit profiles, players has to enter a "Profile Manager" menu.
  • Some audios are missing, possibly due to the PSP's technical limitations.
    • In the level screen, selecting areas reuses another sound effect.
PlayStation Portable Xbox
  • When mugging, the PSP platform uses red indicators on the screen instead of rumbles the controller. This is because the PSP does not feature a rumble support.
PlayStation Portable Xbox
TheWarriors-PSP mugging.png TheWarriors-Xbox mugging.png

Unused Text

Development Related

Build Dates
Xbox PlayStation 2 PlayStation Portable
USA Europe USA Europe USA Europe
Sep 25 2005 17:33:16 Sep 25 2005 20:21:44 Sep 25 2005 20:25:16
Source Code Directories

These directories are found inside the Xbox release's memory.

\Warriors\Build\rundata_XBox\WarriorsDVD.exe
\Warriors\Source\Core\ChunkSystem.cpp
\Warriors\Source\Debug\DebugStream.cpp
\Warriors\Source\Device\XBox\DS_XBoxDevice.cpp
\Warriors\Source\Device\XBox\DS_XBoxFileSys.cpp
\Warriors\Source\Device\XBox\DS_XBoxStreamFileSys.cpp
ee_files\
\Warriors\Source\Device\XBox\sound\XBoxAudioDevice.cpp
D:\audio\Warriors.bin
d:\audio\xbox000.xwb
d:\audio\xbox%3.3d.xsb
D:\audio\xbox%3.3d.xwb
D:\audio\xbox001.xwb
Z:\xbox001.xwb
Z:\version.txt
Z:\xbox001.xwb
D:\audio\xbox001.xwb
D:\audio\version.txt
D:\
\Warriors\Source\Device\XBox\fileio\XBoxstream.cpp
\Warriors\Source\FileIO\FS_MemoryFile.cpp
\Warriors\Source\FileIO\FS_WriteCachedFile.cpp
\Warriors\Source\FileIO\StreamManager.cpp
/Warriors/Source\Memory/MemoryStl.h
\Warriors\Source\GameModes\Gm_Error.cpp
\Warriors\Source\GameModes\Gm_MemoryCard.cpp
\Warriors\Source\GameModes\Gm_XboxSaveSystem.cpp
\Warriors\Source\GameModes\InitLevel.cpp
/levels/%s/%s_objs.txt
\Warriors\Source\GameModes\Initialize.cpp
\Warriors\Source\Graphics\Animations.cpp
\Warriors\Source\Graphics\CameraGarbage.cpp
\Warriors\Source\Graphics\CameraGroundFog.cpp
\Warriors\Source\Graphics\Car.cpp
\Warriors\Source\Graphics\CarModel.cpp
\Warriors\Source\Graphics\Character.cpp
\Warriors\Source\Graphics\CharacterList.cpp
\Warriors\Source\Graphics\CharacterModel.cpp
\Warriors\Source\GUI\ControlMenuHUD.cpp
\Warriors\Source\Graphics\DependencyList.cpp
\Warriors\Source\Graphics\FallingEmbers.cpp
\Warriors\Source\Graphics\LightManager.cpp
/Warriors/Source\Memory/FreeListManager.h
\Warriors\Source\Graphics\Model.cpp
\Warriors\Source\Graphics\Object.cpp
\Warriors\Source\Graphics\ObjectList.cpp
\Warriors\Source\Graphics\ObjectModel.cpp
\Warriors\Source\Graphics\ParticlePage.cpp
\Warriors\Source\Graphics\ParticlePageList.cpp
\Warriors\Source\Graphics\RainDrops.cpp
\Warriors\Source\Graphics\ResourceMgr.cpp
\Warriors\Source\Graphics\ScreenEffectsManager.cpp
\Warriors\Source\Graphics\Texture.cpp
\Warriors\Source\Graphics\WaterEffect.cpp
\Warriors\Source\Graphics\Devices\XBox\GraphicsDeviceXBox.cpp
\Warriors\Source\Graphics\Devices\XBox\GraphicsResourceXBox.cpp
\Warriors\Source\Graphics\Devices\XBox\ParticleSystemXBox.cpp
\Warriors\Source\Graphics\Devices\XBox\XBoxParticleSystem.cpp
\Warriors\Source\Graphics\OverlayEffects\OE_Fog.cpp
\Warriors\Source\Graphics\OverlayEffects\OE_Rain.cpp
\Warriors\Source\Graphics\OverlayEffects\OE_RoomSmoke.cpp
\Warriors\Source\Graphics\OverlayEffects\OverlayEffect.cpp
\Warriors\Source\Graphics\DistortionEffectManager.cpp
vags/xboxmusic/music/ambient_idle1
vags/xboxmusic/music/2moog1a_loop
vags/xboxmusic/music/2nd_trialloop_120b
vags/xboxmusic/music/furies_generic_127b
vags/xboxmusic/music/155e_synthfight1
vags/xboxmusic/music/160e_turnbull_search_1
vags/xboxmusic/music/l82_fight1_163e
vags/xboxmusic/music/160e_turnbull_fight1
vags/xboxmusic/music/angry_moody_fight_loop1_105d
vags/xboxmusic/music/l2_chase_idle1_152e
vags/xboxmusic/music/155e_idle3
vags/xboxmusic/music/1moog_a
vags/xboxmusic/music/jc_ripping1_152c
vags/xboxmusic/music/l82_idle6_163e
vags/xboxmusic/music/angry_moody_idle_loop2_105d
vags/xboxmusic/music/furies_generic_idle1_127b
vags/xboxmusic/music/155e_idle2
vags/xboxmusic/music/l2_fight2_152e
vags/xboxmusic/music/jc_ripping1_search_152
vags/xboxmusic/music/l82_search3_163e
vags/xboxmusic/music/jc_ripping1_fight_152
vags/xboxmusic/music/wonderwheel_132b
vags/xboxmusic/music/knock_on_wood_loop
vags/xboxmusic/music/warriors_track8_loop
vags/xboxmusic/music/nowhere_to_run_loop_01
vags/xboxmusic/music/generic_boss_140d
vags/xboxmusic/music/livin_in_the_loop_01
vags/xboxmusic/music/the_fight_loop_01
vags/xboxmusic/music/movin_too_slow_loop1
vags/xboxmusic/music/remember_loop_02
vags/xboxmusic/music/160e_turnbull_tension_idle_1
vags/xboxmusic/music/163b_bossfight_1
vags/xboxmusic/music/here_comes_that_loop
vags/xboxmusic/music/168d_satans_synthfight1b
vags/xboxmusic/music/in_love_with_a_beautiful_loop
vags/xboxmusic/music/160b_tension_rising1_loop
vags/xboxmusic/music/168d_satans_synthfight1a
vags/xboxmusic/music/love_is_a_fire
vags/xboxmusic/music/chanson_loop
vags/xboxmusic/music/get_down_loop
vags/xboxmusic/music/last_of_an_ancient_breed
vags/xboxmusic/music/140e_mgf_fight3
vags/xboxmusic/music/shake_it_loop
vags/xboxmusic/music/fight_red_devil
vags/xboxmusic/music/142c_huns_boss
vags/xboxmusic/music/142c_huns_fight_1
vags/xboxmusic/music/alberto_loop
vags/xboxmusic/music/pueblo_latino
vags/xboxmusic/music/83a
vags/xboxmusic/music/4th_line
vags/xboxmusic/music/urgent1f
vags/xboxmusic/music/120f_bit_biz_1
vags/xboxmusic/music/120f_bizzysynth1
vags/xboxmusic/music/echos_in_my_loop_01
vags/xboxmusic/music/in_the_city
vags/xboxmusic/music/armies_pt1
vags/xboxmusic/music/armies_pt2
vags/xboxmusic/music/armies_pt3
vags/xboxmusic/music/armies_pt4
vags/xboxmusic/music/armies_pt5
vags/xboxmusic/music/armies_pt7
vags/xboxmusic/music/armies_pt8ghost
vags/xboxmusic/music/armies_huns
vags/xboxmusic/music/armies_moon
vags/xboxmusic/music/armies_satan
vags/xboxmusic/music/armies_chatter
vags/xboxmusic/music/armies_elim
vags/xboxmusic/music/armies_inter_01
vags/xboxmusic/music/armies_inter_02
vags/xboxmusic/music/armies_inter_03
vags/xboxmusic/music/housemaster
vags/xboxmusic/music/jc1_152c
vags/xboxmusic/music/warriors_theme_loop
vags/xboxmusic/music/l86_molotov_127g
fff?\Warriors\Source\Audio\MusicList.cpp
\Warriors\Source\Camera\Cam_ICamera.cpp
\Warriors\Source\Camera\Cam_Follow.cpp
\Warriors\Source\Camera\Cam_Mini.cpp
\Warriors\Source\Camera\Cam_Mug.cpp
\Warriors\Source\Camera\Cam_Power.cpp
\Warriors\Source\Scripting\ScriptObject.cpp
\Warriors\Source\Scripting\ScriptUtilities.cpp
\Warriors\Source\StringTable\StringTableCache.cpp
\Warriors\Source\TaskEngine\ObjectTaskManager.cpp
\Warriors\Source\TaskEngine\SceneTask.cpp
\Warriors\Source\TaskEngine\TaskManager.cpp
\Warriors\Source\GUI\BaseWidget.cpp
\Warriors\Source\GUI\ChecklistMessageHUD.cpp
\Warriors\Source\GUI\Credits.cpp
\Warriors\Source\GUI\GridContainer.cpp
\Warriors\Source\GUI\HUDInterface.cpp
\Warriors\Source\GUI\HUDLua.cpp
\Warriors\Source\GUI\MessageHUD.cpp
\Warriors\Source\GUI\MissionSelectHUD.cpp
\Warriors\Source\GUI\OptionGrid.cpp
\Warriors\Source\GUI\RadarHUD.cpp
\Warriors\Source\GUI\ScreenFlowController.cpp
\Warriors\Source\GUI\ScrollInHUD.cpp
/Warriors/Source\Utils/Queue.h
\Warriors\Source\GUI\SubTitle.cpp
\Warriors\Source\GUI\TextEntryPad.cpp
\Warriors\Source\GUI\TutorialHUD.cpp
\Warriors\Source\GUI\OptionMenu.cpp
\Warriors\Source\GUI\ProfileManagementGUI\PM_Profile.cpp
\Warriors\Source\GUI\ProfileManagementGUI\PM_Subtitles.cpp
\Warriors\Source\GUI\ProfileManagementGUI\PM_TooManyProfiles.cpp
\Warriors\Source\GUI\GameStats.cpp
\Warriors\Source\GUI\GameStatsSubItem.cpp
\Warriors\Source\Animation\Animation.cpp
\Warriors\Source\Animation\AnimationBlend.cpp
\Warriors\Source\Animation\AnimationMgr.cpp
\Warriors\Source\Memory\FreeListMemoryPool.cpp
\Warriors\Source\Memory\MemoryClump.cpp
\Warriors\Source\Memory\MemoryFilter.cpp
\Warriors\Source\Memory\MemoryHeap.cpp
\Warriors\Source\Memory\MemoryPriv.cpp
\Warriors\Source\Memory\MemoryTrack.cpp
\Warriors\Source\Memory\WarriorsMemory.cpp
\Warriors\Source\Movie\BinkMovie.cpp
\Warriors\Source\Movie\PlayMovie.cpp
\Warriors\Source\Physics\physics.cpp
\Warriors\Source\RayCast\CollisionMesh.cpp
\Warriors\Source\Scene\SceneCache.cpp
\Warriors\Source\Scene\WarMovement.cpp
\Warriors\Source\Scripting\ScriptLua.cpp
/lua/global.lua
/levels/%s/%s.lua
/lua/
\Warriors\System\tolua\src\lib\tolua_tm.cpp
\Warriors\Source\Utils\Dictionary.cpp
\Warriors\Source\World\WorldLevel.cpp
\Warriors\Source\World\WorldManagerLua.cpp
\Warriors\Source\World\XBox\WorldLevelXBox.cpp
\Warriors\Source\World\XBox\WorldManagerXBox.cpp
\Warriors\Source\WorldObjects\PlayerBox.cpp
\Warriors\Source\WorldObjects\TurfBox.cpp
\Warriors\Source\WorldObjects\VolumeBox.cpp
\Warriors\Source\WorldObjects\WorldPath.cpp
\Warriors\Source\GUI\ScrollingMenu.cpp
\Warriors\Source\GUI\RumbleModeGUI\RM_BuySoldiers.cpp
\Warriors\Source\GUI\RumbleModeGUI\RM_ChooseArea.cpp
\Warriors\Source\GUI\RumbleModeGUI\RM_ChooseGangs.cpp
\Warriors\Source\GUI\RumbleModeGUI\RM_Controller.cpp
\Warriors\Source\GUI\RumbleModeGUI\RM_CreateGang.cpp
\Warriors\Source\GUI\RumbleModeGUI\RM_EditGang.cpp
\Warriors\Source\GUI\RumbleModeGUI\RM_EditGangs.cpp
\Warriors\Source\GUI\RumbleModeGUI\RM_GameMode.cpp
\Warriors\Source\GUI\RumbleModeGUI\RM_Intro.cpp
\Warriors\Source\GUI\RumbleModeGUI\RM_Main.cpp
\Warriors\Source\GUI\RumbleModeGUI\RM_No2ndController.cpp
\Warriors\Source\GUI\RumbleModeGUI\RM_NumPlayers.cpp
\Warriors\Source\GUI\RumbleModeGUI\RM_SwapSoldier.cpp
\Warriors\Source\GUI\ProfileManagementGUI\PM_Continue.cpp
\Warriors\Source\GUI\ProfileManagementGUI\PM_Controller.cpp
\Warriors\Source\GUI\ProfileManagementGUI\PM_Create.cpp
\Warriors\Source\GUI\ProfileManagementGUI\PM_Delete.cpp
\Warriors\Source\GUI\ProfileManagementGUI\PM_Difficulty.cpp
\Warriors\Source\GUI\ProfileManagementGUI\PM_Extras.cpp
\Warriors\Source\GUI\ProfileManagementGUI\PM_Greet.cpp
\Warriors\Source\GUI\ProfileManagementGUI\PM_Light.cpp
\Warriors\Source\GUI\ProfileManagementGUI\PM_Load.cpp
\Warriors\Source\GUI\ProfileManagementGUI\PM_Mode.cpp
\Warriors\Source\GUI\ProfileManagementGUI\PM_NoSpace.cpp
\Warriors\Source\GUI\ProfileManagementGUI\PM_NumPlayers.cpp
\Warriors\Source\GUI\ProfileManagementGUI\PM_Profile.cpp
\Warriors\Source\Human\Human.cpp
\Warriors\Source\Human\HumanInterface.cpp
\Warriors\Source\Human\pathfinding\path_waypoint.cpp
\Warriors\Source\Human\cns\cnsplayertag.cpp
\Warriors\Source\WorldObjects\flags.cpp
\Warriors\Source\Warriors\W_ActionableManager.cpp
\Warriors\Source\Warriors\W_SaveSystem.cpp
\Warriors\Source\Warriors\W_UnlockManager.cpp
\Warriors\Source\WadFile\WadFile.cpp
d:\Warriors\Source\XBox\Final DVD no deploy\XBox.pdb
\Warriors\So
\Warriors\W_