
This subpage documents removed, unused and changed gameplay mechanics during the development of Grand Theft Auto Advance.
Many of these features were essentially an early attempt to faithfully recreate Grand Theft Auto III features on the Game Boy Advance, although the task was not possible due to hardware limitations of the portable console.
The following information is obtained from ROM leftovers and Digital Eclipse's GTA Advance: Game Design Document (Version 1.3, 26th February 2003).
Removed Gameplay Features[]
Weapon Shop Interactions[]
Aside from the existing Ammu-Nation stores, a third weapon shop was planned for the game – Phil's Army Surplus – intended to provide heavy weaponry to the player. These weapons were unlocked through unspecified side-missions for Phil Cassidy. The Design Document lists only two weapons in stock: the Rocket Launcher and the vehicle-only Oil Slick weapon.
As described in the Design Document, the interaction of both weapon stores was completely different from the final version's weapon shop menu. In the original Digital Eclipse concept, whenever the player enters a weapon shop, the background image was intended to be a first-person view of the interior of each store with the clerk of each store appearing behind the counter (Steve Frazer in Ammu-Nation and Phil Cassidy in Phil's Army Surplus) and the weapon stock menu available to the side of the character.
Leftovers of Phil's Army Surplus can be found in the game files, including an unused replica of the original Grand Theft Auto III model of the Army Surplus warehouse (Staunton Object ID 121) and unused UI text string "ARMY SURPLUS
" (observed via hex editing).
Car Crusher Interactions[]
According to the Design Document, the Car Crusher was originally intended to have a similar interaction as the one in Grand Theft Auto III, with a crane being used to lift the vehicle into the car crusher. Moreover, the car crusher rewards were originally a fixed value of $500 instead of vehicle-dependent prices.
In the model files for Portland, the crane is listed along with the unused models of the Car Crusher and its conveyor, suggesting that Digital Eclipse attempted to make a 1:1 recreation of Harwood Autocrusher and Junkyard from Grand Theft Auto III. While the car crusher models were left unused due to hardware limitations, the crane is used for the generic cranes found in Portland Harbor.
Although not specified in the Design Document, the game files contain unused UI text strings referring to the "CAR CRUSHER
" (observed via hex editing), suggesting it was activated through a menu.
Safehouse Garages[]
The garages for each safehouse were originally intended to be functional. The Design Document describes its feature exactly as the safehouse garage functionality in Grand Theft Auto: Chinatown Wars – each safehouse garage is limited to one vehicle; the vehicle is stored automatically through an animation, and the player spawns outside the garage when storing a vehicle.
Radio Stations[]
Three radio station names returning from Grand Theft Auto III – "MSX
", "LIPS 106
" and "K-JAH
" – listed along with UI text for the pause menu. These are presumably three of the five radio station tracks composed by Crawfish Interactive's Steve Collett, originally planned for the cancelled Game Boy Advance port for Grand Theft Auto III.
Multiplayer[]
These multiplayer modes are essentially the four game modes originally planned for the cancelled Game Boy Advance port of Grand Theft Auto III by Crawfish Interactive, used as a base for the development of Grand Theft Auto Advance by Digital Eclipse. The last three additional multiplayer modes included in the list are original concepts from Digital Eclipse.[1]
- Liberty City Survivor – A deathmatch mode, named after the Grand Theft Auto III reality show of the same name.
- City Circuit – A race mode where the player must complete a number of laps in any way possible – killing opponents, stealing faster cars, blocking checkpoints and taking shortcuts. Each new checkpoint collected becomes a respawn point for when the player is Wasted.
- Car Jack Crazy – Steal specific requested vehicles and deliver them to the safehouse before the opponents do. The first player to collect the required number of vehicles is the winner.
- Special Delivery – Players start at a corner of the map and must race to the package in the center.
- Death Race 2003 – A race around the city in which the objective is to run over pedestrians. The amount of points rewarded depends on the type of pedestrian killed.
- Tank War – Each player takes control of a Tank equipped with Land Mines in their respective base. The objective is to kill their opponents as many times as possible within a time limit.
- City Riot – A 2-player riot mode with the objective of surviving hostile armed pedestrians. Vehicles are disabled for this game mode.
The game files contain leftover UI text strings for the multiplayer menu: MULTI PLAYER
, LAPS
, CIRCUIT
, AI OPPONENTS
, FRAG LIMIT
, TIME LIMIT
, AREA
, SPECIAL DELIVERY
, CAR JACK CRAZY
, CITY CIRCUIT
and LIBERTY CITY SURVIVOR
. Variables for the multiplayer mode are also included with the story mission variables.
Transportation[]
Portland El Stations[]
All three Portland elevated train stations from Grand Theft Auto III were originally included in their original locations, and were functional for the player.
Porter Tunnel[]
All four Porter Tunnel entrances from Grand Theft Auto III were originally included in their original locations, and were functional for the player. The Design Document does not specify how travelling through the tunnel functions in the top-down perspective.
Subway Stations[]
All four underground subway stations from Grand Theft Auto III were originally included in their original locations, and were functional for the player. The Design Document does not specify how travelling through subway tunnels functions in the top-down perspective.
Side-Missions[]
Import/Export Garages[]
The Import/Export Garages side-mission from Grand Theft Auto III was originally intended to return, along with the ability to obtain the exported vehicles after the list is completed.
Leftover UI text strings of the "IMPORT/EXPORT GARAGE
" post-completion vehicle selection menu can still be found in the game files, except for the list of vehicles.
Emergency Vehicle Crane[]
The Emergency Vehicle Crane side-mission from Grand Theft Auto III was originally intended to return, along with the ability to obtain the exported vehicles after the list is completed.
The seven emergency vehicles listed in the Design Document are the "Squad car, SWAT Van, FBI Car, Ambulance, Rhino (tank) and Barracks OL (troop transport)".
Leftover UI text strings of the "EMERGENCY CRANE
" post-completion vehicle selection menu can still be found in the game files: "BARACKS OL
"[sic], "RHINO
", "FIRE TRUCK
", "AMBULANCE
", "FBI CAR
", "SWAT VAN
" and "SQUAD CAR
" in that order.
Bonus Missions and Hidden Missions[]
Up to eleven Bonus Missions were available for the player to complete at any point in the storyline. These missions were given by Julius from the Gypsies in Portland, Mr. Fike in Staunton Island, and Mr. Black from the Men in Black in Shoreside Vale.[2]
Up to ten Hidden Missions were available for the player to complete at any point in the storyline. These missions were given by annonymous characters via payphones.[3]
There are also several parked vehicles around the city that, when entered, initiate special missions. [...]”
Unique Stunt Jumps and Insane Stunt Bonus[]
The twenty in-game ramps were originally part of a functional Unique Stunt Jumps feature returning from Grand Theft Auto III. This feature was cut for unknown reasons. Leftover notification text strings of this feature can still be found in the game files: "INSANE STUNT
" and "DISTANCE
". In the final version, these ramps are simply used as shortcuts.
Changed Gameplay Features[]
Hidden Packages[]
The total Hidden Packages to be collected was originally lowered from 100 to 60. No major changes in this feature whatsoever.
Rampages[]
Two different Rampage objectives were entirely scrapped: destroying vehicles and killing civilians. They are listed in a table available in the Design Document, containing the description of all twenty Rampages to be included in the game as of February 2003. In the final version, there are a total of 21 Rampages available, all of which involves the player strictly killing gang members only.[4]
External Link[]
References[]
- ↑ Game Design Document(12/28/24)"Multiplayer"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. (Page 25-26)
- ↑ Game Design Document(12/28/24)"Bonus Missions"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. (Pages 55-60)
- ↑ Game Design Document(12/28/24)"Rampages"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. (Page 24)