Midnight Club II (2003)
Developer: Rockstar San Diego
Publisher: Rockstar Games, Inc.
Platforms: PC, PS2, PS3, Xbox
Damageable vehicles: Yes
Tracks or places:
|There are more unused traffic cars than there are.|
In the PS2 version there are some unused traffic cars left in the game files. They still have UV mapping data on them, but the textures have been removed:
va_206_p (has the shape of a Peugeot 206, possibly meant for Paris)
va_accord_t (duplicate of va_accord_l, has incorrectly assigned textures, possibly meant for Tokyo)
va_audi_s3_p (has the shape of an Audi S3, possibly meant for Paris)
va_bmw_l (has the shape of an E35 BMW 3-Series, possibly meant for Los Angeles)
va_bustour_p (no leftover model, possibly meant for Paris)
va_copcar1_l and va_copcar2_l (slicktop and siren bar, respectively, have the shape of a Ford Crown Victoria, possibly meant for Los Angeles)
va_crv_l (has the shape of a Honda CR-V, possibly meant for Los Angeles)
va_humlimo_l (has the shape of a Hummer H1 limousine, possibly meant for Los Angeles)
va_polo_p (has the shape of a VW Polo, possibly meant for Paris)
| Solarriors wrote |
Props are often listed for many games. Heck look at entries that feature no playable cars. As for the cop cars I think the playable cop car models are different to the non-playable models. This is most obvious with the 300zx. The playable has a rear wing plus fender mirrors that the non-playable lacks.
|Why are the props and drivable versions of cop cars double listed?|
|Fun fact about Midnight Club II: If I can remember correctly, the PS2 version was the only version of the game that was capped at 30 frames per second.|
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