The Warriors
The Warriors |
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Developers: Rockstar Toronto (PS2/Xbox),
Rockstar London (PSP) This game has unused areas. |
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.
To do:
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Contents
Sub-Pages
Unused Objects |
Unused Cutscenes |
Unused Textures |
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.
Rumble Mode
Game Modes
- Stay Tuned
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 |
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- Motor Mayhem
- 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
- Homeland Security
- Have Mercy
- Wheelchair Tag
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
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
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.
Flashback Jones on Xbox.
(Rear view)
- 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.
Sully's ripped shirt. orph_bo_v1
(Rear view)
Hurricanes
- Diego
Diego has an unused texture of him injured. Several blood marks is seen on the head and the torso.
- Unnamed Hurricanes Boss
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
It is Julius without the logo on his shirt.
Cops
- Security Guards
There are two unused security guards.
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 |
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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. |
- 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 |
(512x512) | (256x256) | (256x256) |
Orphans | ||
- 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 |
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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". In 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 |
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- 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 |
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- When mugging, the PSP platform uses red indicators on the screen instead of rumbling the controller. This is because the PSP does not feature a rumble support.
PlayStation Portable | Xbox |
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Unused Text
Development Related
- Build Dates
Xbox | PlayStation 2 | PlayStation Portable | |||
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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_
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- To do
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