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This article or section contains information on Grand Theft Auto Advance beta content. It may feature speculation and/or unintentional misinformation.
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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.

[...] When the player enters the shop, the game switches to a static first person view of the interior with the cashier behind the counter. A menu will be displayed to the side of the cashier, listing the available weapons and their cost and an exit option. [...]
— "Ammu-Nation"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. Page 19
[...] As well as providing the player with valuable jobs, Phil also offers a range of weapons unavailable at any Ammu-Nation. These are the most powerful weapon and are only made available once Phil's missions are completed. [...]
— "Phil Cassidy's Army Surplus"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. Page 19

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.

[...] For each vehicle dropped off the player will be awarded $500. To crush a vehicle, place it in the box drawn out on the floor in front of the crusher, then exit the vehile and stand back. The crane will pick up the vehicle and place it in the crusher, which will close and compact the car. [...]
— "Car Crusher"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. Page 19

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.

As well as saving the game progress, a vehicle may also be saved in each garage. To do this the player simply drives the vehicle up to the garage, which will open and allow the player to drive in. The player character will then be placed back outside the garage. To retrieve the vehicle simply re-enter the garage and the vehicle will automatically drive out with the vehicle. Any vehicles stored in garages when the game is saved, will be saved as well.
— "Services and Transport - The Hideout"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. Page 17

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.

There is a train service on Portland only. There are three stations that the train moves between. To access the train the player must stand adjacent to it and press the "jack vehicle" button. Instead of jacking the train the character will simply boards it and lets the train continue as normal. To exit the train, press the "jack vehicle" button again while at a station. [...]
— "Portland Train"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. Page 21

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.

This is the easiest way to get between the three islands of Liberty City. The Porter Tunnel goes in a loop around the island with four exits. The tunnel will first become available when the player progresses to the second island (Staunton Island) but will only be completely opened up when the player reaches the third and final island (Shoreside Vale). Before the player leaves Portland the tunnel will be completely inaccessible.[...]
— "The Porter Tunnel"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. Page 21

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.

The Liberty City subway is the most relaxed way to get around the city. The subway has four stops around the city and is similar to the train in Portland. Like the Porter tunnel, the subway only becomes available once the second island (Staunton Island) is reached and is fully opened once the third island (Shoreside Vale) is accessible. Before the player leaves Portland the subway is closed. [...]
— "Subway System"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. Page 21

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.

When the player approaches the entrance, a list of vehicles will be displayed. When the player drives up to the garage with one of the listed vehicles, the door will open and allow the vehicle to be driven in. The player will then be placed outside the garage and awarded $1000. [...] When all vehicles have been collected and delivered to the garage the player will be awarded $100,000 and will now be able to take any of the vehicles from the garage at any time. [...]
— "Import/Export Garages"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. Page 20

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.

There is a large, black and yellow striped box on the ground near the northern ship at the harbor. When an emergency vehicle is placed there (and the player exits the vehicle and clears the box) a crane will pick it up and place it onto the ship. [...]
— "Emergency Vehicle Crane"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. Page 20

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]

Side missions become available as more of the story missions are completed. Some missions are from rival gangs with other additional missions from dodgy businessmen. These work in the same way as the story missions, but do not affect the story directly. [...]
— "Mission Breakdown"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. Page 23

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]

As well as story and side mission, other similar missions can be found at certain pay phones. These will ring when nearby and are activated by approaching the phone. This will display the usual mision brief sequence.

There are also several parked vehicles around the city that, when entered, initiate special missions. [...]
— "Mission Breakdown"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. Page 23

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.

Whenever the player performs a jump in a vehicle off ramps and bumps, an "Insane Stunt Bonus" will be awarded. Depending on the height and distance of the jump, the player will receive varied amounts of cash. Obviously, the further and higher the jump, the more money is awarded.
— "Insane Stunts"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. Page 24
[...] To complete a unique stunt the player must reach a certain area in the jump such as; clean over a warehouse or from one building to another. When a unique stunt is initiated the action will slow down for dramatic effect. If the stunt is landed correctly there is a message to confirm this and a cash reward. There are 20 unique stunts in total and if all are completed a large bonus of 1,000,000 is awarded.
— "Unique Stunts"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. Page 24

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.

[...]There are 60 hidden packages to collect and are generally found in very hard to reach areas. Every 10 packages that are found will unlock a weapon at the hideout. When all 60 are found all weapons will be available at all hideouts and a special bonus of 1,000,000 is awarded.
— "Hidden Packages"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. Page 24

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[]

  1. Game Design Document
    (12/28/24)
    "Multiplayer"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. (Page 25-26)
  2. Game Design Document
    (12/28/24)
    "Bonus Missions"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. (Pages 55-60)
  3. Game Design Document
    (12/28/24)
    "Hidden Missions"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. (Pages 61-65)
  4. Game Design Document
    (12/28/24)
    "Rampages"; GTA Advance: Game Design Document - Version 1.3, 26th February 2003. Digital Eclipse. (Page 24)