How many cars altogether were there in the original Gran Turismo?

  • Thread starter NFSMW
  • 12 comments
  • 1,823 views
This is a question that has been bugging me ever since I first play the game. I know that there are 178 cars in the game, but what about the amount of cars altogether. If you count the different variations of one model as a separate car, e.g. Nissan R32 Skyline GTS25 Type S and R32 Skyline GTS-t Type M, the total count must go over at least 300 cars. Can someone point me in the right direction please?
 
Is this a trick question? :odd:

The figure of 178 that you have already counts your examples as individual cars.
 
This is a question that has been bugging me ever since I first play the game. I know that there are 178 cars in the game, but what about the amount of cars altogether. If you count the different variations of one model as a separate car, e.g. Nissan R32 Skyline GTS25 Type S and R32 Skyline GTS-t Type M, the total count must go over at least 300 cars. Can someone point me in the right direction please?

Man, someone asked this question recently, but i think it was in another forum (GT2, perhaps). But it seems people never agree on the ultimate number of cars in any GT game. 178 sounds logical to me.

No there can't be 300 cars in GT1...even liberal car-counters never come up with a figure that high!
 
It may sound like a small amount of cars when compared with the newer GTs, but believe me, at that time 178 cars was a LOT of cars for a PS1 game.
 
http://www.geocities.com/gt2toxs/gt/diary/2004-01-18.html

is a source of the 300+ rumour, authored by me.

I think I make it reasonably obvious how entries are derived. You could try to establish a total meeting your own criteria.

I started trying to derive other counts. But it gets difficult.

You can try to go based on body codes (E.g. vgrfn "Griffith 400").
It would seem you could count vgrfn as the same as vgrfr.
Most prize cars (except the license Concept Car) have "-" as the second car.
So "t-eln" is really much the same as "tceln". (Celica SS-II prize versus new).
But there are codes "v-rbr" (Cerbera LM), as well as "vcrbn" and "vcrbr" (Cerbera normal and race-mod). So, while "t-el" and" tcel" seems to be the same (so four codes collapse to one), "v-rb" is different from "vcrb" (three codes (+1 not used) become two).

So it's not like all prizes can be counted as equivalent to all matching non-prizes, or that all racemod codes can be counted as equivalent to the non-racemod version.

And then you get into hidden cars... (The '98 Mazda Miata RS being the main one).

. . . And I thought I was getting close to one semi-definitive list and count, but realized it's easy to remove the 6 special models since they look like racemods of a normal. And then, are the prize and special model CASTROL SUPRA GT two different cars, or not?

http://www.geocities.com/gt2toxs/gt/diary/2000-12-05.html

lists 177 gameshark base codes. Some can be racemodded, some can't be not racemodded. That doesn't remove duplicates where the prize really is similar to a purchasable version, however. And it also includes several hidden cars you can't purchase, and, in some cases have difficulty using even after getting them with a GameShark. And, that page does not include the "B1" code for the "hidden" Celica GT4. (not a very useful extra). So I think that's where you get your 178 number from. So I claim, if you assume a race-mod is "the same" as its non-racemod, your 178 number is high, since many prizes, with a different code, are exactly the same as a purchasable version. (In some cases there are odd little detailed differences, e.g. in power after max-tuning, but they're not related to differences in prototypes, and that's the exception).

The 178 number is also the number of different GameShark base codes given in my first link, FWIW.

Oh, and the arcade-mode-only Mazda Eunos '98 Roadster RS, is not normally available, and even with a GameShark, obtainable only in Arcade Mode (i.e. not in Simulation Mode). It has no GameShark base code ("garage code"). I suppose that's an alternate way to get from the 177 to 178 total. (Actually, I misread my own chart there. There are two Miata '98 RS ("arodn" and "a-odn"). The first has a "garage code" while the second doesn't. Oh well. 178 seems upper bound for number of cars if you don't consider racemods as different from normal).
 
That's complicated, but a nice find nonetheless 👍. So GT1 does have a few hidden cars as well, I thought only GT2 has hidden cars.
 
That's complicated, but a nice find nonetheless 👍. So GT1 does have a few hidden cars as well, I thought only GT2 has hidden cars.

Sporty's answers are rarely simple. :) but always helpful nonetheless.
 
So GT1 does have a few hidden cars as well, I thought only GT2 has hidden cars.

Most well-known perhaps is the Corvette '67 which, although it is available in Arcade Mode, can't normally be obtained in Simulation Mode, but does appear in the Trial Mountain Spot Race AI lineup. It shows up relatively frequently, too, being the only Chevrolet representative in that lineup.

http://www.geocities.com/gt2toxs/gt/simray/
http://www.geocities.com/gt2toxs/gt/diary/2000-12-04.html

It turns out the hidden del Sols, and the Miata'98 RS show up at the Autumn Ring Mini Spot Race and Deep Forest Racing Way Spot Race.

http://www.geocities.com/gt2toxs/gt/diary/2000-12-02.html
http://www.geocities.com/gt2toxs/gt/diary/2000-12-03.html

One of the hidden del Sols also shows up at the FF event.

http://www.geocities.com/gt2toxs/gt/diary/2000-11-17.html

But not at the Lightweight Battle Stage

http://www.geocities.com/gt2toxs/gt/diary/2000-11-20.html

Even though both hidden del Sols do appear in the eligible lineup. (I.e. if you manage to obtain the cars, you can enter them without otherwise patching things).

http://www.geocities.com/gt2toxs/gt/diary/2002-04-13.html

I suppose that since, with the exception of duplicate body codes, all hidden cars can be seen as AI competitors, they could be considered as not hidden, but just unobtainable.
 
Back