Hey, what's going on, everyone? It's me, Mr Mario,
and today I'm going to be narrorating this video for you all thanks to Vadim M.
The first thing on our list is an earthquake.
Yeah, you heard that right!
The developers wanted to impement a real earthquake in GTA San Andreas
and if you're skeptical about it, then you'd be surprised
to find out that we can still enable this feature in the final game!
But first, here's a brief explanation.
By looking through the game's executable we can find a "Weather" class
which is linked with an "earthquake" field.
Interestingly enough, the functionality for this feature is still in the game's final code
and actually works!
But there one thing to note,
the "earthquake value" or its strength is always set to zero.
That's right, in order to enable this feature
we have to increase its value.
The first value I used was a small decimal number and what do we see?
Our car is shaking!
Sadly, the rest of the world seems to be the same as before.
Nothing too exciting, so let's increase the value and see what it will do.
Doesn't it look better now? I guess so!
By the way, have you spotted a floating car in the background?
The thing is, if the car has no driver,
then, for some reason, it starts to float.
It's a pesky bug, which might or might not happen.
And speaking of bugs, as soon as someone's car hits something on its way,
then it starts shaking as well.
Hm, I think I know how we can use this...
Yup, just as I thought.
It looks kinda cool, I guess.
Just imagine if this feature was presented in the final game!
By the way, if the value exceeds its threshold,
then pedestrians and Carl would do this weird thing!
I assume developers wanted to make people shake,
but as we can see, it doesn't look or work very well.
Maybe they didn't know how to implement this and tried their best?
Okay, if I increase the value again, we get this.
Everything is shaking and going nuts.
Just look at this, what's going on with Carl and the pedestrians?
Are they okay?
I believe we can agree that the developers didn't finish this feature until the end.
I am 100% sure that it was some kind of experiment, which,
for some reason, reamined in the final release.
And once again a special thanks goes to "Silent" and "Xinerki" for finding this feature.
You know what? I decided to increase the value again and.. oh my god...
the results are a bit whack.
If I was a developer I would enjoy messing around with the code I wrote.
Just look at Carl's face! Isn't it glorious?
Which Carl's face do you prefer more? Post your opinions in the comment section below!
The second thing on our list is a cut safe cracking feature.
That's right, I managed to find some unused strings from this cut feature
and judging from them you were able to be a real safecracker!
Since these are just some unused lines,
I will try my best to explain to you how this feature could work.
Be aware that this is my assumption and only Rockstar knows how this feature actually worked.
As I understand it,
this was an interactive minigame, where we had to guess the right code or combination for a safe.
So in order to open it, we had to carefully rotate a tumbler
and while doing that listen closely for any clicking.
Moreover, while paying attention to any irregular vibrating.
When we did that, the game would eventually give us four numbers, which we might have we had to memorize.
But that's not all!
I was lucky enough to find an unused safe model from this minigame.
The safe is made from 4 different models;
and a tumbler.
Just think about it,
by using 4 different models for the safe,
Rockstar probably wanted to show us that Carl could rotate the tumbler during this minigame.
As you can see, the door model has an irregular axis,
which I believe would be used for Carl to open the door.
And finally, we could see that the cash inside would vanish,
probably with our help. Simple as that.
Judging from the model,
the safe was meant to be placed on the floor and near the wall,
because these areas don't have polygons.
Don't forget! GTA San Andreas was originally developed on PlayStation 2,
and according to these text strings,
we had to use the Left Analog Stick to rotate the tumbler.
And speaking of vibration,
I believe the developers had an idea to use Sony's DualShock 2 technology.
Just imagine, while rotating the tumbler, your PS2's controller would vibrate!
If you don't know, by utilizing the DualShock 2's technology,
the developers can control its vibration however they want.
Speed, strength, duration, you get the idea.
Sounds cool, right? But how would they port it to PC then?
According to the text strings, we had to use movement controls
in order to carefully rotate the tumbler on PC.
Don't forget that you can't control the pressure
when you press the keys on your keyboard
as you would normally do when you rotate an analog stick.
But what about the vibration?
How could they achieve that on PC? Honestly, that's a good question.
Okay, let's get back to the minigame.
Judging from this line,
we could rotate a tumbler, enter a code and exit at the same time.
This is how invision the minigame:
We rotate the tumbler.
We find the right place where our controller irregulary vibarates and the safe clicks.
We get that number and memorize it.
After a while, we have 4 numbers and enter them in the right order.
Made a mistake? Then the game would tell us that the code is wrong!
By the way, I am 100% sure,
that the numbers we got were already in the right order,
because if not, worst case scenario it would take us 24 tries to enter the right combination.
Simple math and nothing more.
Prepare to be surprised!
Did you know this string, which says "Number of safes cracked", is in the stats menu?
That's right, the game had an ability to track how many safes were cracked throughout a playthrough!
Would you be amazed if I told you that this stat actually works in the final game?
The problem is, there is not a single in-game event
which could increase this stat's value.
If this stat works, why don't we see it in the stats menu then?
Well, that's a good question.
We don't see it, because it is a hidden stat and it won't show up until its value becomes greater than 0.
There are a lot of hidden stats in the game, by the way.
Heck, you can start a new game and compare fresh stats with your older save game
and you'll see the difference.
Anyways if we make, for example, a script which manually increases this stat's value,
then it will appear in the menu. I just did it and it worked.
But that's not the end, let's get back to its model.
Actually you can find two similar safe models.
The first one is a closed safe,
while the second one is an opened safe with some cash inside.
Both of these models are used in Catalina's missions
and what's more interesting
is that both of them are always spawned simultaneously at the same coordinates.
It means that the game can swap these models so it would look like you cracked it.
Catalina's second mission doesn't use this swap,
although the game loads both of these models at the same coordinates.
Just look at this, the game loads cash from the second model although Catalina never opens it.
Something isn't right here, for sure.
But anyways, you can find the closed safe in Madd Dogg's mansion
and an opened one in Big Smoke's Crack Palace.
Who knows, maybe we had to crack them by using that cut minigame?
Or could we crack similar safes during burglary missions at night?
because these models are stored in "GTA interior IMG archieve",
but well, this is just a guess.
Oh, and here's the last fact.
The safe model was brought back from GTA Vice City.
The third thing on our list is oil puddles.
The respected GTA community member by the name of "Silent"
managed to find an unused function in the game's code.
It basically read as "Gun Shot Sets Oil On Fire",
and this function belongs to the Shadow class.
To understand what it does, Silent wrote a script for me,
which adds this attribute to a blood puddle.
And it actually works.
We can set the blood puddle on fire by shooting at it and by doing so the blood puddle eventually disappears!
Sadly, the fire doesn't last long,
but at least it works, kinda!
we can make it deadlier by walking through the burning oil,
which would set a small area on fire.
But we're not done with this oil thing yet.
According to some strings, it was meant to be used in story missions as well.
For instance, according to unused dialog from Sweet's subtitles,
the Fire Truck we chased during the last story mission was meant to spill oil somehow.
So yeah, let's listen to his cut lines.
Firetruck's dropping oil!
Oh f=ck, oil!
Sadly, his lines don't give us a clue as to how the scenario could have played out,
but at least it's solid proof that the oil was used, but later cut.
Secondly, you can find two interesting opcodes and they are:
Sadly, the first opcode doesn't have any functionality anymore and it does absolutely nothing,
but the second one should work.
What is more interesting is the fact that the second opcode is used in the "New Model Army" mission from Zero,
where we had to help Zero defeat Berkley on a playground.
So, according to the mission code,
the game removes all oil puddles in this area and coordinates,
which are used in this opcode, sorta correspond to this interior.
I would say that the developers moved this playground a little bit to left
and forgot to change these coordinates,
but this is only an assumption.
I believe that the barrels used in this mission could somehow leak,
because oil and barrels seems to be connected?
Or maybe the spawned barrels left an oil puddle and the mission cleaned them?
Honestly, I don't know,
but it looks like the opcode was used in the beginning of this mission.
Your guess is as good as mine.
And here is the last thing on our list: appliance shops.
You can find an interesting place by the name of "Shafted Appliances"
in Las Venturas, near 4 dragon Casino.
By the way, Shafted means a "Rip off".
But anyways, what is so special about this place?
Well, there is an entrance box behind its doors,
which means that we could enter this building at some point,
but later this ability was cut.
Unfortunately, this place no longer has an interior.
I wonder if the developers cut this or never made it.
The cool thing is, I managed to find 3 unused strings,
which are probably linked to this topic.
It seems, the game had at least 3 more appliance shops
around San Andreas and they were:
Schnidt & Priss
And all of them have the "electrical" tag.
Interestingly enough, you won't probably find these 3 places in San Andreas
and I can't find anything about "Shafted Appliances" in the text files.
Looks like we're dealing with a very early cut feature.
Why should we have appliance stores in San Andreas?
My guess is, that we could buy appliances for our house just like the furniture
I told you about in the last video, but who knows?
You might be surprised, but "Schnidt & Priss" was brought back in GTA IV,
where it became "Schmidt & Priss".
What's more interesting is the fact that you can find a lot of
its branded appliances in GTA V.
Just think about it,
they started to think about this during San Andreas
and brought it back in GTA IV and GTA V.
Interestingly enough, Rockstar does remember what they've cut.
In this video I am going to show you 4 amazing features, which were omitted from the final GTA San Andreas release. Trust me, you will be surprised to know what this game lost during its development stages. Enjoy! ########## Today's narrator: ●MrMario2011 https://www.youtube.com/user/MrMario2011
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