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Yes: you can try a browser recreation of the early vehicle-physics simulation that Patrick Kerr says became the basis of the original Grand Theft Auto’s vehicle system. It is not a playable version of GTA itself; it lets you experiment with the prototype’s movement and selected physics and camera settings.
What the browser demo is—and what it is not
Called Motion Lab in independent coverage, the JavaScript recreation brings Kerr’s early 2D vehicle-physics simulation to a browser. 80 Level reported on October 7, 2026, that it can be played on PC or mobile. Read 80 Level’s report.
This is a simulation, not a port or release of the original Grand Theft Auto. You can explore how the prototype behaves; the demo does not provide the full game, its missions, or its city. The distinction matters: the historical connection is about the vehicle system, not the release of GTA’s source code or a complete game build.
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Patrick Kerr says he wrote the original 2D physics simulation over a weekend in late August 1996. It began as a wireframe demo made in GFA BASIC on his Atari ST home computer, and he later ported it to C for use in the game. Kerr says that simulation became the basis of the original Grand Theft Auto’s vehicle system; that account does not establish that every part of the final driving model came from the prototype. Kerr’s account of the project.
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The current browser version is a recreation written in JavaScript, presented for the prototype’s 30th anniversary. The original development tool and computer explain the prototype’s history; they are not requirements for trying the current demo.
What you can try in Motion Lab
Car mode is selected by default. You can switch among three modes using the numbered keys:
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| Mode | Key | What it offers |
|---|---|---|
| Car | 1 | The default vehicle mode. |
| Ship | 2 | An alternative mode for exploring the simulation. |
| Brick | 3 | An alternative mode for exploring the simulation. |
The creator describes two physics-related toggles: press B to switch side collision barriers on or off, and G to toggle vertical gravity. These settings are especially useful to try in Ship and Brick modes. Independent coverage also reports two camera controls: Z toggles the camera dead zone, while X toggles speed-based zoom. 80 Level’s control details.
For a quick comparison, leave Car selected and try moving with the standard settings, then switch modes and change one toggle at a time. That makes it easier to notice how the simulation responds without mistaking a camera adjustment for a change in the underlying physics.
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How to try it
- Open Patrick Kerr’s project page and launch the browser recreation.
- Start with the default Car mode. Use 2 for Ship or 3 for Brick.
- Toggle side collision barriers with B or vertical gravity with G; use Z for the camera dead zone and X for speed-based zoom.
The available reporting does not specify browser-version or performance requirements, accessibility features, or how long the demo will remain online.
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