Pre-release and unused content

Pre-release and unused content refers to content that is not available in the final product.

Most of the unused content was found by Mountain4567, RacingFreak, Dummiesboy (aka Deebz), Gagarsa05 (aka Syncro2675XL), WildlifeFan, Tuppence870, sajmon14, and others.

Monster Truck Madness

 * Main article: Metal Crush


 * There is a sound file named "BALL", which would have been used for a ball object in one of the game's tracks, but it is not used.

Monster Truck Madness 2

 * All of Army Armstrong's voice clips for Bigfoot Power Wheels, along with the monster truck itself, were cut from this game due to the fact Bigfoot Power Wheels was no longer competing at monster truck shows in the late 1990s, which might explain why Bigfoot Power Wheels did not appear in the sequel.
 * There is a sound file named "BALL", also found in the previous game, which would have been used for a ball object in one of the game's tracks, but it is not used.
 * There are two parrot sounds labeled "FUN" in their filenames. It is likely that these are placeholders since the developers were supposedly having fun with stock sound effects and decided to leave them in.
 * Two horn sounds, "HORN-A" and "HORN-F", old-fashioned and circus car horns, respectively, can be found in the game's files, likely intended to be used as placeholders.
 * There was a cut monster truck named Chuck's Car, a vehicle resembling a 1968 Chevrolet Camaro. It was planned as an unlockable monster truck, but it ended up being cut to avoid licensing issues with Chevrolet. According to Chuck Carson, he had created this car and he put in the game for a short time. The developers pulled it because it looked a lot like a Camaro and "didn't want any [licensing] issues from Chevrolet." Its engine startup sound effect remains in the game's files. By typing "chuck" during any race in MTM2, a message will appear that says: "Restart the game to drive Chuck's Car." However, unlocking Chuck's Car is completely impossible. The truck is not part of the game, though the message that appears was never removed from the retail version.

Car models

 * The VW New Beetle was slightly different.
 * The City Bus' white color advertised an unknown product (possibly pizza) and the orange color advertised fast computers priced at $650. They were changed to advertise the now-defunct MSN Zone and Motocross Madness, respectively.
 * Gray, tan and red colors for the Freightliner Century, tan and green colors for the Ford F-350 , and purple and green colors for the Panoz Roadster were planned, however, they ended up being cut.
 * The Ford F-150's wheels were more similar to the real-life version.
 * The Freightliner Century's wheels were more realistic in appearance and its body was more cartoonish.
 * The Ferrari F355 was supposed to be included in the game, but due to licensing issues, it ended up being the Red Rocket, a vehicle included in the Vehicle Creation Kit. Traces of vpfer can still be found in the game's files and in the next installment's game files.
 * The Panoz GTR-1 had additional racing decals but were cut to avoid copyright infringement.

Races

 * Tough Turns & A Tunnel had a slightly different race layout.

Interface

 * The HUD was very different. The timer used a font similar in appearance to Green Mountain 3, the positions, the waypoints, the arrow, the map, and the speedometer were all different. The timer, the speedometer and the waypoints were changed a couple of times during development. The final timer uses the Gill Sans MT font.
 * The "Game Over" text used the Green Mountain 3 font, whereas in the final game it uses Gill Sans MT.
 * The text where the player completed a checkpoint originally used Times New Roman.

April 4, 1999 prototype
This prototype, dated less than a month before the final game, while being closer to the final version, has additional debug features not available in the final game.


 * In the CD, there is a folder named "debug" which is not installed onto the system by the installer. It contains an alternate version of the game's executable named test1560.exe, as well as the associated MAP file for it, which allowed the community to improve the game even further through modifications such as the Open1560 project. However, this program has been known to crash on modern systems.
 * Normally, in the final version, the Race Locales button is disabled, but in this build, there is an additional map named RaceCity, which was made by the game's developers so that the game's community could create their own cities and tracks to the game and for the developers to test this feature. Besides Chicago, it is the only test track available in this build. It is a symmetrical map that was possibly used by the developers to create and test races. This city has a single Circuit Race named The Big Loop, which has the same settings as The Littler Loop from Chicago, except that there are 6 Panoz Roadsters of different colors, despite having a maximum of 8 opponents.
 * There is a sphere-shaped vehicle named the Disco Ball. As the name implies, it was used to test player vehicle reflections. It shares the dashboard, sounds, tuning, and lights from the VW New Beetle. Attempting to damage this car will crash the game.

Final version

 * In the files of the game's demo, there is an unused monster truck which is not present in the retail game.
 * In the game's files, there is a graphic with a crudely-drawn "Replay" text made with MS Paint. This graphic which will flash on-screen during a replay. Normally, replays are inaccessible without editing the game's executable.
 * Oddly, in the game files of earlier beta versions of Midnight Club: Street Racing instead of Midtown Madness 2, there is a leftover texture in the first Midtown Madness installment's UI style that mentions San Francisco. It was likely planned originally as an add-on for the original Midtown Madness.
 * There is an unused sound of the player getting arrested, however, it is not possible for the player to get arrested. It is unused again in the game's sequel.
 * The audio file, "UInoon.22k.wav", used when the player selects noon as the weather option, had originally sounds of children, however they were changed to traffic sounds.
 * The speedometer was originally meant to change between KPH (kilometers per hour) and MPH (miles per hour), although this was scrapped since the speedometer only shows imperial speed units. A similar functionality was later implemented in MM2Hook for the next installment.
 * There was going to be a color slider to change the car's color, but it was scrapped because all cars use changeable textures instead.
 * The Panoz GTR-1's showcase was different.
 * There are unused empty car descriptions. Some of their names are misspelled (i.e. Volkswagon Beetle, Panoz Exparante).

Midtown Madness 2
Midtown Madness 2 was in development at the same time as Midnight Club: Street Racing and Smuggler's Run, and as such, since all three games share the same game engine, they all share assets with each other, leaving a great amount of unused content in these respective games due to their overlapping development. According to some users, Angel Studios was pressured to rush Midtown Madness 2 by Microsoft to meet the September 2000 deadline, which further contributes to the unused content in the game.

Two prototypes, one dated June 29, 2000 (MM3323) and another dated August 8, 2000 (MM3366), were released by Rippance in 2012 on the now-defunct MM2 Central site. Both builds were sent out by Angel Studios to beta testers, however, both of them now require a date checks patch to play them as of May 2021.

Cars

 * The Aston Martin DB7 Vantage reused the sounds from the Panoz Roadster. Similarly, the Double-Decker Bus and the London Cab reused the Panoz GTR-1's sounds, the Ford Mustang Fastback used the unused Camaro sounds, and the Mini Cooper Classic reused the sounds from the VW New Beetle as placeholders, since they didn't have their own sounds yet until they were made around April and May 2000.
 * Some photos portray the 1959 Cadillac Eldorado, which was allegedly removed due to licensing issues despite the newer Cadillac Eldorado appearing in the game. These leftovers are present in the June 2000 build, but they were completely removed in the final version.
 * va_wedelivertruck_s had a cut "Fresh Vegetables" livery in one of the game's pre-release videos. In the same video, the unused minivan and the pickup truck appear. A recreation of this cut livery was later made for MM2 Revisited V6.
 * The siren textures were just plain white.
 * The Double-Decker Bus had yellow "London Transport" text on it.

Cities and objects

 * London and San Francisco looked different.
 * The grass texture was different. At one point, the grass texture looked completely flat, having a plain olive green texture.
 * The sky was slightly different.
 * The HUD minimap was different.
 * The church at San Francisco had purple flags which are not present in the final version. On that same screenshot, the earlier MM1-styled minimap and player arrows, the passenger-occupied tram, and the unused pickup truck appear.
 * The lighting was similar to Midnight Club: Street Racing ' s lighting system.
 * There was traffic at the London Bridge.
 * The palms were different. These palm trees still exist in the game's files, albeit unused.
 * The roads were in slightly lower quality.
 * The San Francisco harbor building was in much worse quality.
 * London reused San Francisco's sky textures as placeholders.
 * The reflections and the waypoints were reused from its predecessor.
 * The arrow was more 3D, similar to Midnight Club: Street Racing.

Interface

 * The American LaFrance Fire Truck used to be named as "Fire Truck", the Double Decker Bus used to be named as "London Bus", and the Mini Cooper Classic lacked the "Classic" part on its name, which can be noted in the game's trailer if paused at the right time. In the same video, the vehicles select screen was different, sharing resemblance to Midnight Club: Street Racing ' s menu art style.

Miscellaneous

 * Its logo was changed twice during development. The first logo was similar to its predecessor's logo. This logo remains on San Francisco's tram in the final version, albeit in lower resolution.
 * The car damage system was similar to the predecessor's one. This functionality was later restored with MM2Hook.
 * The box art was different.

Audio

 * Every audio file for all of the announcers was missing, as all of them had placeholder lines in it (i.e. "UK Sportscaster Aston Martin DB7 Loser Line 1"), suggesting that the speech was still being recorded at the time. Two announcers for San Francisco (as3 and as6) were planned but were scrapped. Also, lines for cop density, locations, opponent progress, pedestrian density, blitz-specific race progress, final lap, race start during race commentary, and traffic density were planned but were scrapped.
 * The Panoz Roadster's selection sound was different. Its sound, PanozSelect.22k.wav, can still be found in the mm2aud.ar file.

Cars

 * The Freightliner Century originally had an attached trailer, however, due to glitches that caused it to fly high in the air if it hits a building at a high speed, the problems couldn't be fixed, so the trailer was cut from later versions of the game.
 * For this reason, the Silver Eagle Fire Truck, a fixed-trailer version of the American LaFrance Fire Truck, was made in case the trailer system for said truck didn't work, however, it did work, and it ended up being scrapped as well.
 * The New Mini Cooper had two fog lights on its grill, but for unknown reasons, they were later removed from it, thus they were cut from the final version of the game. The cut fog lights can still be seen in the final version's help file.
 * The Aston Martin DB7's colors had different names: Periwinkle (Islay Blue), Rose (Southerland Red), Cobalt (Mendip Blue), Verdigris (Chiltern Green), and Scorcher! (the final name has no exclamation mark in it). Similarly, the Panoz GTR-1's custom paintjob, Secret Shadow, was originally named Phantom.
 * Vehicles Showcases for the Audi TT, the City Bus, the London Cab, the Mini Cooper Classic, and the New Mini Cooper had missing specifications (except for the City Bus) and the images for these were different. The VW New Beetle Dune and VW New Beetle RSi's showcases were the same as the VW New Beetle's, but with their images having red "place holder" text written over it.
 * The Ford Mustang Fastback's Classic Chrome paint job is absent in this build because it was not made yet at that time.
 * The New Mini Cooper's name was not uppercased.
 * The Aston Martin DB7 Vantage was simply known as the Aston Martin.
 * The American LaFrance Fire Truck was simply known as the Freightliner Fire Truck. Also, its Dalmatian paintjob's name is misspelled as "Dalmation".
 * All cars had slightly different performance.
 * There is a test vehicle named the Moon Rover. It is not present in the final game's files.
 * The Audi TT's unlockable paintjob, Wing Cho, is present in this build, however, it was cut from the final game. The cut 1959 Cadillac Eldorado has a paint job similar to the TT's Big Kitty paint job, which could be why the Wing Cho paint job was cut in the final release.
 * The VW New Beetle RSi's paintjobs, Reflex Yellow and Vapor Blue, had slight differences. Said car had the Team Panek, Cup 99, and Green paintjobs, but the former was cut and the latter two were replaced by Cup 2000 (this paintjob had red "LUPO" text written on it at one point in development ) and Silver paintjobs, respectively. A Cheetah paintjob for this car was also planned, but only damage textures remain.
 * Make Love, Not War! and Offroader paintjobs for the Light Tactical Vehicle were cut from the final game. The Desert Storm paintjob also lacked camouflage.

Interface

 * The splash screen was different.
 * A unique loading screen was used. This was scrapped in favor of two different loading screens for each of the two cities, in which case if there isn't any, the otherwise unused splash screen will be used.
 * The vehicles select screen had slight differences. The main menu screen was also different. Also, the "LOCKED" text is misplaced.
 * There is a placeholder SF Stunt Driving School intro screen, with the text "San Francisco Stunt Driving Intro" written against a black grid background. It is dated April 18, 2000 at 10:56 AM.
 * There is a leftover screen with an old menu design, which is the same style as the official trailer's menu art style. Several leftovers from this old menu design and from Midtown Madness can be found in the texture folder located in the mm2tex.ar file. This old menu design was exactly similar to the official game trailer's menu design.
 * Most of the races' loading screens are just placeholders, with an empty map of one of the two cities and a generic race name. london_mapcircuit7.jpg is a white image with a small text that reads "London Circuit 7", and sf_maprace1.jpg is also a white image with a small text that reads "San Francisco Checkpoint 1". Also, fourteenth Crash Course lessons for both cities were planned but ended up being scrapped. Their unused loading screens can still be found in the final game's files.

Races

 * Almost all races and crash course events were different in routing and weather.
 * London Leap used to be called "Mind the Gap".
 * Many of the races' names had different, generic names:

Miscellaneous

 * Inside the anim folder located in the mm2core.ar file, two executables of Angel Studios' Art Tool can be found, which are used to view and set up pedestrian models.
 * Inside the city folder, there is an SDL Viewer tool which was used by the game's developers to set up cities for the game, however, no leftover SDL files were found, so the user must create one from scratch or use one of the existing PSDL files.
 * The reflections were almost identical to the final ones.
 * The HUD's damage meter had no "DAMAGE METER" text written on it.
 * In the tune folder, there are two files named VPMITSUCLASSA-25.vehcarsim and VPMITSUCLASSA-25_OPP.vehcarsim, both dated December 28, 1999, leftovers from Midnight Club: Street Racing's development, which highly suggests that Midnight Club: Street Racing started development around 1998 or 1999 along with Midtown Madness 2 and Smuggler's Run.
 * There is a blank PKG file named "Wolf3", dated January 31, 2000 at 4:48 PM, which is a leftover of the wolf from Smuggler's Run.
 * There is an unused version of sp_sailboat01_f named xx_sailboat_f without materials.
 * yucky.pkg is an unused, misplaced version of kl_vic_albrt_musm_l.pkg.
 * The phoneimpact.22k and tubevoice01-03.22k sound files are not present in this build. Both of them were later added between July and August of 2000.
 * There is a text file named andi.txt, which is a partial directory listing with dates and file sizes.
 * The UIreplay.22k sound file is present in this build, intended for the cut Instant Replay feature. It was removed in the final version of the game, although it was later restored in MM2 Revisited and with MM2Hook.
 * The unused SFwalla.22k sound file is 3 seconds longer in this build, but in the final game, it was shortened to 6 seconds.
 * There is an unused track named J01: Son of Sleazy, a test track full of taxis and pedestrians, but without cops. In fact, it was used as a base for Midnight Club: Street Racing ' s New York track. Other test tracks, such as Physity, Banktest, City, Variant, LondonDave, Dave, and SFAI can be found, however, sfjunk, london_old, londonbrad, londonwithsubs, sfbrad, london_sup, london-orig, london02, london_marc, sf1, and sf2 are also referenced in the game's files but their files do not exist.

August 8, 2000 build (MM3366)

 * The same splash screen used in the June 2000 build is reused, albeit in much higher quality.
 * There is a file named MM3366.MAP, a mapfile that lists addresses and symbol names of the game's executable, which allowed the community to further improve and reverse engineer the game.

Textures

 * In the mm2tex.ar file, a slightly higher quality version of va_garbagetruck's side texture (va_garbagetruck_side.tex) from Midnight Club: Street Racing can be found, which is likely a leftover as the garbage truck was cut from Midtown Madness 2 but not from Midnight Club: Street Racing. Leftovers from va_garbagetruck can be found in the game files in both the final game and the June 2000 build. va_gen_tex.tex, va_headlight1.tex, and va_taillight1.tex can also be found, leftovers that are likely as a result of Midnight Club: Street Racing ' s overlapping development.
 * There are unused textures for London-specific sky, which are earlier versions of the final version's sky. These textures can be restored if renamed appropriately.
 * There are several blank textures in the mm2tex file. The reason for this is unknown, although it is possible that their data was overwritten or they were deleted.
 * Eden Green, Fire Red, Dolo Blue, and Black colors for the New Mini Cooper were planned, but are left unused. They were later restored in MM2 Revisited.
 * For unknown reasons, the white color of the Ford F-350 was cut from this vehicle, but all the files for it can still be found in the mm2core.ar file, and the white color for the vehicle itself can be easily restored by modifying its vpford.info file.
 * The Matamow Cup paintjob for the New Beetle Dune is left unused. There are a few unused lines for unlocking one of the custom paint jobs of this car in London, likely this paintjob, which also went unused for unknown reasons.
 * Three checkpoint texture files, check_point_02.tex, check_point_cc_02.tex, and check04.tex can be found in the mm2tex folder. The first was a leftover from its previous installment, the second would have been used for Crash Course events, and the third has no text and are reminiscent of the early checkpoints from the previous game's official trailer. Attempting to apply these textures will result the textures not looking as intended.
 * There are Blitz and Crash Course specific HUD arrows but are not used. They were reimplemented with MM2Hook.
 * There is an unused texture named bf_imax_mural_l.tex, an earlier version of bf_imax_mural2_l.tex, the texture used in-game.
 * There is an unused water texture named mt2ow01a, which is an earlier version of s_ocean.
 * There are three unused textures of 2D pedestrians named va_cablecar_s_bk.tex, va_cablecar_ft.tex, and va_cablecar_st_sd.tex, which were used for San Francisco's tram during the game's development but they were removed. They can be seen in a pre-release screenshot.
 * va_wheel1.tex is an unused texture which was used during Midnight Club: Street Racing ' s development, used by the models va_sedan copy and va_test from earlier prototypes of that game. Also, there is a file named vpwheel1.tex, which was used by earlier versions of the Kuruma and the Crusero seen in a few pre-release screenshots of Midnight Club: Street Racing.
 * The VW New Beetle RSi was meant to be based on the VW New Beetle Cup.

Sounds

 * Some sounds for a man speaking in Chinese (Chinatown1.22k.wav and Chinatown2.22k.wav), a cat, some firecrackers (Firecracker.22k.wav), and a carousel (carousel.22k.wav) can be found in the mm2aud.ar file. It is likely that these sounds are placeholders since the developers were possibly having fun with the stock sound effects from a stock sound library and decided to leave them in.
 * Higher quality sounds for the Aston Martin DB7 and the Ford Mustang GT and a higher quality version of the unused TruckSelect.22k.wav sound (unused version of the Ford F-350's selection sound) can be found in the mm2audex.ar file. They can still be reused by renaming them appropriately. On the same file, a sound named UIalert.22k.wav can be found in this game and its previous installment, which would have been used for alert messages.
 * There are two unused selection sounds for the Cadillac Eldorado, the Panoz Roadster, and the Ford F-350, being Cadi2000Select.22k.wav, PanozSelect.22k.wav, and TruckSelect.22k.wav, respectively.
 * There is also an alternative version of the cut 1959 Cadillac Eldorado selection sound, named Cadi59Select.22k.wav.
 * There is an unused secondary low revving sound for the Mini Cooper Classic named MiniClassicLow2.22k.wav.
 * There is an unused low revving sound for the VW New Beetle named VWLow.22k.wav. For reasons unknown, it uses vwdrive.22k.wav instead.
 * Three crash sounds, CARIMPACTHUGE2.22K.WAV, CARIMPACTSOFT1.22K.WAV, and CARIMPACTMED2.22K.WAV, used in the previous installment, can be found in the mm2aud.ar file. Strangely, they never play, as they are not listed in the default_impacts.csv file.
 * A horn sound, Fire_Horn.22k.wav, was going to be used on the American LaFrance Fire Truck, however it is unused, along with its sirens, FiretruckSiren.22k.wav and Siren_FireTruck.22k.wav, which are duplicates.
 * There is a sound effect named arrest.22k.wav, which was planned to be used if the player was arrested, however, no arrest system exists neither in this game nor its previous installment, ending up being unused, however, recent versions of MM2Hook (as of August 2021) have implemented an arrest system, effectively restoring the otherwise unused arrest sound, along with cop speech files reused from the previous game.
 * The engine sounds for the cut 1959 Cadillac Eldorado were left over in the game's files. The Ford Mustang Fastback uses two of these sounds (albeit named BullLow.22k.wav and BullMid.22k.wav) alongside the engine sounds from the first installment. The unused Camaro engine sounds can be found. These sounds were later reused in Midnight Club: Street Racing for the PT Phoenix (the engine sounds) and the Taxi Cabs Taxi (selection sound).
 * Two ambient sounds (amb5.22k.wav, left over from the previous game and SFwalla.22k.wav) were left unused, since the game now uses ambient music in the form of DirectMusic Producer SGT music files.
 * Two sounds, named airborne.22k.wav and wind.22k are left unused. They were probably meant for if the player was in mid-air or driving at high speeds.
 * A sound named theL.22k.wav can be found in the mm2aud.ar file. It is a leftover from the previous game.
 * Surface sounds for cobble, flagstone, and snow were meant to be used on the sequel, however, since there is no snow weather condition, flagstone and cobble surfaces to be found, they ended up being unused.
 * There is an unused bell sound named bridgebell.22k.wav, a leftover from the previous game, which would have been used for the London drawbridge in the game's sequel.
 * In the original Midtown Madness, whenever the Freightliner Century or the City Bus came to a complete stop, an air brake hiss sound effect was heard. In the sequel, it was silent when it completely stopped since the brake sound effect was cut, but it can still be found in the .ar file for MM2's core files, though it can't be installed due to MM2's new vehicle audio system. This sound effect would also have been applied for the Double-Decker Bus. This feature was later restored with MM2Hook.
 * By installing Fireboyd79's MM2Hook mod and activating the mod's console, the game will attempt to load a non-existent sound file named damagewarning.22k.wav, which cannot be found neither in the earlier builds nor in the final game.

Dialogue

 * The lines for unlocking the Audi TT in London would have been used, although it is the US-spec counterpart in Midtown Madness 2, but for unknown reasons, Angel Studios ended up having it unlockable by having players finish enough San Francisco checkpoint races in a podium position instead.
 * Some lines, especially from the Shakespeare announcer from London, suggest that some of the cars were meant to be unlockable, including the Mini Cooper Classic, the London Cab, and the Double-Decker Bus, the cut 1959 Cadillac Eldorado, and even cars returning from the previous Midtown Madness installment, such as the Ford Mustang Cruiser, the City Bus, and the Freightliner Century.

Models

 * There is an unused model named vpdb731.pkg, which is an earlier model of the Aston Martin DB7 Vantage, last modified on November 23, 1999, making it one of the oldest files to be found in the game's files, alongside a skybox, sky_dawn.pkg, last modified on December 2, 1999.

Miscellaneous

 * The French version of the game contains a lot of leftovers from the June 2000 build.

February 28, 2003 build

 * Some of the cutscenes only have the Digital Illusions CE logo as placeholders.
 * Some cutscenes have visible differences.
 * In the game files, leftovers of two vehicles that were meant to appear in the game but were cut can be found in the game's files, such as the Smart Fortwo and a sports car named the Avalanche, also known as the Asp. The Smart Fortwo was cut from the game to avoid licensing issues from DaimlerChrysler (now Stellantis), despite other DaimlerChrysler cars appearing in the game, and it was likely replaced by the FLE. The Avalanche/Asp is an extremely low poly sports car that was likely used for testing.
 * Also, the Mercedes-Benz SL 600 and an unknown BMW are also referenced in the game's files.