Removed and Changed Content in Manhunt

This article lists **removed and changed content** from the unreleased Beta version of *Manhunt*. Early concept arts and leftovers from *Grand Theft Auto III* and *Grand Theft Auto: Vice City* may also be listed here.

## Concept Arts

### Craig Moore's Concept Arts

Early environment concept arts of *Manhunt* by Craig Moore, who worked at Rockstar North as part of the core design team, as a concept artist and 3D environment artist.

### Gangs

* **The Clowns**: The Clowns are a gang that was supposed to be the final enemy in *Manhunt*. Their main location is the Carcer City Museum. They could be heard laughing and shouting threats. They seem to have different face paint variations.
* **Scarecrow**: Scarecrow was supposed to be a boss character before Piggsy, he was the lead hunter amongst The Smileys. He would appear in the Scene Drunk Driving. Scarecrow's weapon is his made own Axe, it is a bat with the head of an axe wielded. Scarecrow is dressed in rags, he also has a Halloween variant wearing a carved pumpkin on his head.
* **The Lost**: The Lost was a gang that would lead the scrapyard place. They wore heavy and noisy metal armors, they could be run slower than other Hunters because of their costumes and more noisy when executing them. They used metal weapons, like pipes, blowtorches, and katanas.
* **Bin Bag**: Bin Bag was the leader for The Lost. His location was the same as his gang, the junkyard. Instead of the metal outfits unlike his members, he wore trash bags with his knives. He would hide in the shadows, hunting for the player.
* **The Jury**: Not much about The Jury, he wore a hockey mask similar to other Skinz, black leather jacket, gray pants, and a Baseball Bat as weaponry. According to "Born Again" filename, `jury_turf`, The Jury was likely to appear in the first scene.
* **Camheds**: Each member is dressed in a business suit and has a camera mounted on their heads. They also appear to be carrying a Pipe, a cut weapon that is still described in the files, as well as a Baseball Bat with Spikes.
* **Wardogs**: Silenced Sniper Rifle, PSG-1, Hunting Knife, and Alternative PSG-1 were all used by the Wardogs. In their artworks, these weapons can still be seen. A few of their models were cut.
* **Innocentz**: An early Innocent model can be seen in the concept art, they wore different mask variations, plain white, skull, and gas masks. With a hoodie "DIE" printed on it.
* **The Smileys**: Smileys used to have the Hammer, Blackjack, and a Drill. Some of their models were cut.
* **Cerberus**: Models similar to The Lost for Cerberus were cut. They seem to also have melee weapons.
* **Piggsy**: He had a different look in the concept art.

One of the Clowns with a story about them.The Clowns face paint variations.Scarecrow with his story.Halloween variant for Scarecrow.The Lost members.Leader for The Lost, Bin Bag.Art for The Jury with one of the Skinz.Members of Camheds.Wardog members, note the weapons they're holding.Cut member for the Wardogs, named Zoo Sniper.Early Innocent design.The Smileys with an earlier sketch, note the weapons they're holding.Cerberus with earlier members.Concept art for Piggsy, with the final version of Piggsy for comparison.
## Weapons

### Unused Weapons

* **Baseball Bat with Spikes**: Can be accessed with the debug menu and is hidden behind a normally unreachable gate in the level "Doing Time". Uses the same execution animations as the normal bats (Wooden and Metal).
* **Ice Pick**: Can be accessed with the debug menu in the level "Divided They Fall". Uses the same execution animations as the Axe.
* **Silenced Rifle**: Only the HUD icon and text remains, but it can be seen in the Wardogs unlockable bonus artwork.
* **Glock**: An almost finished weapon, it is similar to the Light Handgun. It has three variants, regular, silenced, and with a torch.

Baseball Bat with Spikes model.Baseball Bat with Spikes HUD icon.Ice Pick model.Ice Pick HUD icon.Silenced Rifle HUD icon.
### Changed Weapons

* Every firearms with an exceptional of the Revolver Six Shooter had no smoke effects, the lines in the level setup exists but they are commented. Uncommenting them makes the smoke effect appear in the game without major bugs. Long firearms has misplaced smoke effects and unused shells.
* 3D muzzle flashes were cut from *Manhunt*, they were brought back to *Grand Theft Auto: San Andreas*. Only the model and a low quality texture remains.
* Most firearms has hidden clip bones and models. These bones are fully rigged to the clip model part and can be moved. This is likely a similar feature to drop clips while reloading from *Max Payne* series.

3D muzzle flash model.3D muzzle flash model with textures.Cut muzzle flashes ported to *Grand Theft Auto: San Andreas*.Assault Rifle clip detached.Heavy Handgun clip detached.Light Handgun clip detached.Sniper Rifle clip detached.
### Cut Weapons

#### Green Class Weapons

* **Piggsy Wire**: A piece of wire that was scripted to be used on Piggsy in "Deliverance". The HUD icon, animation and model remain since it just uses the normal wire model. No execution audio remains.
* **Rag**: Only the text remains in the game's executable. `Rag_(CT)`/`CT_RAG`.
* **Broken Bottle**: Same as above, only the text exists in the game's executable. `Broken_Bottle_(CT)`/`CT_BROKEN_BOTTLE`.

#### Blue Class Weapons

* **Blowtorch**: Seen in The Lost concept art.
* **Lighter**: Only the filename text found in the game's executable remains, additionally a fire effect named `fireflame` remains, with the weapon ID is `4`. `Lighter_(CT)`/`CT_LIGHTER`
* **Flashlight**: Used by the Cerberus Leader seen in "Mouth of Madness" intro.
* **Drill**: Seen in The Smileys concept art.
* **Taser**: Also used by the Cerberus Leader seen in "Trained to Kill" outro.

#### Red Class Weapons

* **Pipe**: Only the HUD icon and filename text in the game's executable remains for this one. `Pipe_(CT)`/`CT_PIPE`
* **Cane**: Only the HUD icon and filename text in the game's executable remains, which only contains the text for the weapon (likely a placeholder). `Cane_(CT)`/`CT_CANE`
* **Katana**: Seen in The Lost concept art.
* **Fire Axe**: Seen in Craig Moore's concept arts, used by The Hoods. A filename text also exists in the game's executable. `Fire_Axe_(CT)`/`CT_FIRE_AXE`
* **Hockey Stick**: Only the filename text remains in the executable. `Hockey_Stick_(CT)`/`CT_HOCKEY_STICK`

Flashlight in "Mouth of Madness".Taser in "Trained to Kill".Unused Pipe HUD icon.Unused Cane HUD icon.Piggsy Wire HUD icon.
#### Miscellaneous

* **Night Vision**: A filename text remains in the executable, and a cheat found in PS2 text files used for debugging with a weapon ID `7`. This was likely used for the Cerberus, can be usable by enabling through the developer menu. Item halos will not display and the display screen is pixelated by a bit. `CT_N_VISION`
* **Smoke Grenade**: Only the particle remains, similar to the throwable Tear Gas from *Grand Theft Auto: Vice City*.

##### Cut Power-Ups?

* **Speed\_Boost\_(CT)**: Possibly makes sprinting faster.
* **Strength\_Boost\_(CT)**: Possibly makes unarmed fighting stronger.
* **Shooting\_Boost\_(CT)**: Possibly makes firerate faster.
* **Reflexes\_Boost\_(CT)**: Possibly makes Cash dodges more.
* **Health\_Boost\_(CT)**: Possibly health generation.

## Leftovers

This section contains leftovers from previous Rockstar games, mostly *Grand Theft Auto III* and *Grand Theft Auto: Vice City*.

### Textures

* Denton's City Junkyard has some textures reused from *Grand Theft Auto: Vice City*.

### Sounds

* Picking up Painkillers makes a sound similar from *Grand Theft Auto III*.

### Weapons

* Shotgun uses the same model of Combat Shotgun from *Grand Theft Auto: Vice City*, but with darker colour.

## Characters

* James Earl Cash had a very different look in prerelease screenshots, he had a goatee beard, wore a white tank top, and clearly was more muscular.

Toy mock-ups."Doorway Into Hell""Road to Ruin"Cash with a Meat Cleaver, targeting to a Hood.Cash with a Smiley.Cash with a hammer fighting with the Hoods.Skinz chasing Cash.Cash executing a Wardog.Cash shooting the Smileys, with a dead one understairs.Cash running in the tunnels, note the Shotgun has the same color as *Grand Theft Auto: Vice City*'s Combat Shotgun.Cash going in a derelict house.Cash in "Doing Time", executing a hunter."Doing Time"Cash peeking a hunter."Kill the Rabbit"Cash at the cellblock aiming a hunter."Drunk Driving"Cash executing a hunter with a plastic bag.Cash attempting to execute a Hood.Cash being aimed at."Road to Ruin", note the different camera angle and the hunter's position.Cash being chased at the junkyard.
## Scenes

In the PS2 version of *Manhunt*, several document text files contains strange Scene or "Chapter" names and scrapped Bonus Scenes or "Minigames".

```
MENU_PAGE PlayChapter

	MENU_POS       0.35  0.25
	MENU_ITEM_POS  0.00  0.06
	MENU_TITLE     0.00  0.00  1.0  1.0  "<PLAY CHAPTER>"
	MENU_ITEM      x        x            "Awakening"
	MENU_ITEM      x        x            "Downtown"
	MENU_ITEM      x        x            "Subway"
	MENU_ITEM      x        x            "Whatever #1"
	MENU_ITEM      x        x            "Whatever #2"
	MENU_ITEM      x        x            "Whatever #3"
	MENU_ITEM      x        x            "Whatever #4"
	MENU_ITEM      x        x            "Whatever #5"
	MENU_ITEM      x        x            "Whatever #6"
	MENU_ITEM      x        x            "Whatever #n"
	MENU_ITEM      HuntMap  x            "...Back..."
```

```
MENU_PAGE MiniGames

	MENU_POS       0.35  0.20
	MENU_ITEM_POS  0.00  0.06
	MENU_TITLE     0.00  0.00  1.0  1.0  "<MINI GAMES>"
	MENU_ITEM      x        x            "Touchdown"
	MENU_ITEM      x        x            "Duck hunt"
	MENU_ITEM      x        x            "Sniper Jack"
	MENU_ITEM      x        x            "Sniper Jack II"
	MENU_ITEM      x        x            "Whatever #1"
	MENU_ITEM      x        x            "Whatever #2"
	MENU_ITEM      x        x            "Whatever #3"
	MENU_ITEM      x        x            "Whatever #4"
	MENU_ITEM      x        x            "Whatever #5"
	MENU_ITEM      x        x            "Whatever #6"
	MENU_ITEM      x        x            "Whatever #n"
	MENU_ITEM      HuntMap  x            "...Back..."
```

## Gameplay

### Removed multiplayer

In the PS2 version of Manhunt, several document text files contains removed a multiplayer feature.

```
MENU_PAGE 1

	MENU_TEXT   0   0  "Main menu (FRA)"
	MENU_TEXT   0   1  ""
	MENU_TEXT   0   2  "Play the game"
	MENU_TEXT   0   3  "Multiplayer"
	MENU_TEXT   0   4  "Options"

```
```
MENU_PAGE 1

	MENU_TEXT   0   0  "Main menu (ITA)"
	MENU_TEXT   0   1  ""
	MENU_TEXT   0   2  "Play the game"
	MENU_TEXT   0   3  "Multiplayer"
	MENU_TEXT   0   4  "Options"

```
MENU_PAGE 1

	MENU_TEXT   0   0  "Main menu (JAP) ( ぁぃぅぇ )"
	MENU_TEXT   0   1  "( ぉかきくけこ )"
	MENU_TEXT   0   2  "Play the game ( さし )"
	MENU_TEXT   0   3  "Multiplayer ( すせ )"
	MENU_TEXT   0   4  "Options ( そた )"
```
```
MENU_PAGE 1

	MENU_TEXT   0   0  "Main menu (SPA)"
	MENU_TEXT   0   1  ""
	MENU_TEXT   0   2  "Play the game"
	MENU_TEXT   0   3  "Multiplayer"
	MENU_TEXT   0   4  "Options"
```

### Damage Direction

An unused image and function can be found in the game files. It shows from where the damage to player is coming. Damage direction's image, filenamed `damagedir` inside `pictures\frontend_pc.txd`.

## Platform Changes

This article contains insufficient information and is considered as a Stub. You can help the Manhunt Wiki by expanding it as much as you can.
Requiring improvement: https://tcrf.net/Manhunt#Revision\_and\_Platform\_Changes

## Soundtrack

In the PS2 game files, under `MUSIC\COM_TOWE` exists three audio files, one with the main soundtrack including the Idle, Suspicious, Spotted and Combat variations. For the level named internally `COM_TOWE`, nothing more is known about this level, either was an entire story chapter or bonus level.

## Developer Menu

Developer menu, or simply debug menu is a menu used for debugging and developers. It contains a long list of features that can be changed or toggled. This includes but is not limited to player status, completion status, enemy status, lighting and camera effects, texture checks among others. The menu has been found in the PC, XBOX, and PS2 versions of the game. Some options crash the game.

Pressing **L3** will activate the menu, pressing **R3** hides the menu in the PS2 version. On PC and XBOX versions the provided addresses can be poked in memory with `01` to enable and `00` to disable it.

## Dialogue

### Unused Starkweather Dialogue

#### White Trash

 `sfx00573.wav` |  | "*He's got his hands full at the moment. Go grab his nailgun.*"

#### Fuelled By Hate

 `sfx00585.wav` |  | "*Excellent. Death by heavy domestic appliance.*"

#### Strapped for Cash

 `sfx00614.wav` |  | "*Okay. You can go through the shark's mouth now.*"

#### Drunk Driving

 `sfx00665.wav` |  | "*So make sure to pick one up along the way.*"

#### Graveyard Shift

 `sfx00680.wav` |  | "*I told you you're gonna have to use the panel in the control room to open the door!*"

#### Mouth of Madness

 `sfx00696.wav` |  | "*There! That wasn't anything to worry about, was it?*"

#### Kill the Rabbit

 `sfx00719.wav` |  | "*Cash! Come back here!*"

#### Deliverance

This audio is not used because an alternate, cutscene audio is in place of it.

Falling audio, implying that Starkweather could fall to his death. These audios are not used because Starkweather's office door is closed and it is not possible for him to die by falling to his death.

#### Unknown Lines

Unknown where these would've been used. Listed after Starkweather's final line from "Wrong Side of the Tracks".

 `sfx00723.wav` |  | "*You don't have to rush a kill. Relax. Enjoy it.*"

### Unused Hunters Dialogue

#### Doorway Into Hell

Unused lines for the hunters.

The fight in the cellar would have originally featured Cash taking on two Hoods instead of one and would have featured other Hoods spectating. Upon the fight's conclusion, the spectators would have tried to attack Cash, however, whether Cash would end up fighting them as well or simply escaping, is unknown.

Additional unused lines for the hunter the player actually fight.

 `sfx06923.wav` |  | "*Come on! Just you and me, tough guy.*"

#### White Trash

 sfx06996.wav |  | "*The lord hath delivered. Amen!*"

## Text

### Doorway Into Hell

It seems that the subtitles are also going to show whose speaking.

 `DER5A1` | Director : Okayyy, Put on a good show against this hooded fuck for me and it might help you outta here. Watch tho' this guy fights dirty.

### Road to Ruin

 `EXIT` | Director : Your doing real good Cash!, It's almost over. This is the entrance to the cellar find it.

### Grounds for Assault

Older lines for the intro.

 `TOP` | Director : Lets see if you can figure this one out. Be careful Cash, some of these wardogs have tranquilizer rifles.

### Strapped for Cash

Cash's relatives is confirmed to be his family members, unnamed brother, sister, dad, mom. Cash's sisters are a bit questionable, as the director says "*one of your sisters*".

### View of Innocence

A line cut from the outro, listed after "*Where were your family when you were facing your final moments in the chamber anyway?*".

 `FAL12A2` | And what gratitude did they show you when you saved them from those gung-ho assholes, eh?

### Drunk Driving

The hunter outside the Tramp's cell was supposed to be angry if the Tramp is being too loud. Also a chat from hunters talking about the Tramp.

### Graveyard Shift

Cash was supposed to see the White Rabbit earlier.

### Mouth of Madness

Cash was supposed to kill a hunter wearing a monkey costume, bring the body to the Guard Room, instructed to drop his weapons and wear the monkey costume. This may be the reason why the director says "*Monkey see, monkey kill!*" in the scene Doing Time.

### Doing Time

Unused and placeholder of the director's lines.

 `JAL4A1` | Kill 'em all, Cash, kill 'em all! Ha ha ha!

### Kill the Rabbit

Unused White Rabbit and the director's dialogues.

### Divided They Fall

Nothing much, just placeholders for Ramirez's lines.

 `RAMKILL` | Ramirez: He gives you any trouble, slice that punk into food for my bitch!

### Press Coverage

Unused CCPD and dispatch lines, Cash and Journalist were supposed to have subtitles, Cash was supposed to take the dossier, and the Journalist would have defend herself with a gun.

### Wrong Side of the Tracks

Unused chat from CCPD, dispatch radio, and a placeholder for the director's line.

### Trained to Kill

 `MPG2` | Shoot that copkiller sonofabitch!

### Deliverance

 `MPG8` | Hello Kiddies...