This subpage documents removed and changed missions during the development of Grand Theft Auto III.
The following content uses information directly from official developer notes, available after the 2011 release of the 10 Year Anniversary edition of Grand Theft Auto III for mobile devices, and the 2021 release by GTA Series Videos of the information contained in GTA III: The Game Design Document[1][2], a DMA Design/Rockstar North document lastly updated on December 29th, 2000, used in the creation process of the game.
In the 2011 release of the iOS versions of Grand Theft Auto III by War Drum Studios (current Grove Street Games), the outsourced studio accidentally left all of the original mission source code in the game files, containing further information about the various changes that the level designers at Rockstar North had to perform, with additional developer notes.
Storyline Changes[]
During the game's development, the main storyline had at least three known versions. All three follow the same progress, with the main antagonist gang being rebranded as a South American cartel, and the rich mission contact in Staunton Island being rebranded from a Yakuza crime syndicate leader to a major necrophiliac media mogul.
Design Document Content[]
The Design Document, dated December 2000, contains several pages detailing to the developers how the mission structure should work, complete with Flowcharts (describing each mission objectives, rewards and order of progression) and Storyboards (describing the cutscenes, camera positions and dialogue). Both the Flowcharts and Storyboards are up to date with the Colombian Cartel version of the story.
At the end of the document, on page 172, a section of the document titled "Cut-scenes and missions for Industrial" contains a full script of the earliest version of the game storyline, still referring to The Masks as the main antagonists and Claude being directly mentioned by name. As the section name suggests, it contains the early story script for the missions in Portland only, with the Staunton/Shoreside story likely not being fully developed at that point.
The Masks and the Colombian Cartel[]
- "The Masks" version: The very first version of the storyline, described in the Design Document's "Cut-scenes and missions for Industrial" script page. Claude looking for revenge on the antagonistic "The Masks" organization for ambushing him and his crew during a bank robbery and stealing their cash.
- Claude escapes from prison in an unexpected jailbreak due to a Yakuza convict – an important Old Japanese Gentleman – being rescued by the gang while being transported to the penitentiary. The story is followed by Claude working for the Mafia in the Industrial district (Portland), later introduced to the Mafia Don Frankie Leone and his wife Maria. Claude is betrayed by the Don, moves to the Commercial district (Staunton Island), starts working for the Yakuza, and is later introduced to the Yakuza oyabun Toshiro, leader of a major counterfeiting operation and mentor of Kenji Kasen. Toshiro is eventually assassinated by a rival gang and Kenji temporarily replaces him as the new oyabun until he faces the same fate.
- The Masks appear to have been scrapped from the story during the development of the Yakuza missions, as in the Design Document dated December 2000, Catalina and the Cartel are first mentioned to exist during Staunton Island missions, abruptly replacing The Masks from the story.
- First "Colombian Cartel" version: The version of the storyline described in the Flowchart and Storyboard. "The Masks" are replaced with a new organization, the Colombian Cartel. Claude's story is adapted into a Bonnie & Clyde-style background with the addition of Catalina's character.
- Current "Colombian Cartel" version: The version of the storyline in the final product. It replaces Toshiro and his counterfeit operation from the storyline with Donald Love and his Love Media conglomerate, rendering Kenji as an optional/missable mission boss, and subsequently giving the Old Oriental Gentleman a very ambiguous background.
Mission Progress Changes[]
Up to eight named missions were entirely removed, two of them being simply cutscenes for a future paywall:
- Uzee Lu...
- Getting into the Airport (Cutscene only)
- One of the gang
- Boss Meat
- Defender
- Kenji's Dead (Cutscene only)
- Coffee Co.
- Emergency Services
Up to five additional missions (unknown names) were planned for Darkel, and they were slowly removed during development due to the use of civilians as targets.[3] A single Darkel mission survived (I Scream, You Scream) and was adapted for El Burro as a gang rivalry-related mission.[4]
Aside from "I Scream, You Scream", up to five missions originally related to the Yakuza swapped mission bosses after the replacement of Toshiro with Donald Love:
- I Scream, You Scream (Darkel → El Burro)
- Liberator (Kenji Kasen → Donald Love)
- A Drop in the Ocean (Toshiro → Donald Love)
- Grand Theft Aero (Toshiro → Donald Love)
- Escort Service (Kenji Kasen → Donald Love)
- Decoy (Kenji Kasen → Donald Love)
Up to nine missions are identified as late development additions, not part of the original script as of December 2000.
- Dead Skunk in the Trunk
- Waka-Gashira Wipeout!
- Love's Disappearance
- Uzi Rider
- Uzi Money
- The Crook
- The Thieves
- The Wife
- Her Lover
Up to three mission strands had the order of two missions swapped during development.
Storyline Missions[]
Introductory Cutscene (INTRO)[]
Bank Robbery & Jailbreak Scenes[]
"The Masks" version changes (Design Document)[]
(I1) The Player is backing out of a bank with two cohorts. All three wear ski masks, all are armed - the player with a pump action shotgun. All three carry hold-alls full of cash. The alarm is ringing and the staff and customers are all lying face down on the floor. The player's[sic] cohorts turn and run out the back door. The player lets off two shots into the ceiling eliciitng screams from those on the floor, showering them with chunks of polystyrene tiling. The Player turns and follow[sic] his mates
Cut Scene Two - Ambush, Prison Break and 8-Ball.
(I2) The Player is gunned down and the lead Mask strolls over and takes the player's hold-all.
Fade to black with the Dual Shock beating out a weak pulse.
The player hears paramedics, surgeons, judge and jurry[sic] saving his life and convicting him respectively. The clamour of voices becomes louder and louder until the Judge's gavel silences the crowd like a gunshot. This marker coincides with a sudden switch to bright white. The Player's view clears a little as we soar in the sky above Liberty. There is no sound except the hushed roar of the city below. The player gets a look at the different areas to be explored in Liberty as the camera sails about the sky.
We focus attention on the suspension bridge that leads into the industrial sector and a police convoy heading that way. The camera swoopes down into the thunder of the early morning traffic, dropping in behind the Prison Truck.
[fx: cue suitably botty-kicking tunes]
Two black vans speed past the camera, overtaking the convoy.
[Opening credits start to punctuate and accentuate the action with freeze-frames and strobed visual effects.]
Inside the truck we see The Player sitting beside another convict (8-Ball) who has bandaged hands. The player looks up at an old Japanese gentleman (OJG), flanked by a guard, sitting opposite. The OJG turns his head away and looks out of the thick armoured glass in the rear door.
Cut to a camera following the truck at about 3m, we can see the OJG looking out of the rear window (applied texture). The camera rises above the truck to give a view of the road ahead, in the distance we can see the two black vans parked across the road. The camera zooms into the roadblock at hyperspeed and stops, framing two Yakuza soldiers who have exited a van and are pointing a rocket launcher at the oncoming convoy. Our POV is blinded by the flash of the rocket launcher (sound fx: kick ass tunes stop abruptly).
Camera POV changes to that of the rocket as it flies at hyperspeed towards the leading cop car. POV changes to above and behind the prison truck as the police car is blown into the air, spiraling over the truck (sound fx: kick ass tunes blast back into action).
POV switches to behind the Yak roadblock, looking towards the convoy as the truck screeches to a sliding stop. The rear police car avoids the truck, handbraking to a stop across the road. The police get out as the Yaks open up with machineguns[sic] but they are rapidly gunned down.
Camera stays behind the Yaks as they advance on the truck, emptying their magazines into the truck cab (civilian vehicles continue to add to the pile up a few metres behind the truck). They go around the back, point the rocket launcher at the rear doors and shout in Japanese, "BLA-DE-BLA". The doors open and a cop staggers into the sunlight, hands in the air.
OJG gets out, is greeted with a bow from the Yaks, and he is lead away. The cop keeps his arms in the air as he turns, following the OJG's progress and keeping an eye on the Yak's guns. His arms lower slowly, then <BLAM!> he's whacked in the jaw by a huge bandaged fist.
The camera pulls back and we see 8-Ball and Claude stood[sic] over the unconscious cop.
Claude: We need to get out of here! Do you know this city?"
8-Ball: "Sure thing. I know where we can lay low for a while but" (he holds up his bandaged hands), "I can't drive or use a piece."
Player: "It only takes once of us to drive. We need some wheels."”
"Nixon Island" (returning name from the 2D Universe) mentioned in an example for the police radio in the Design Document:
This quote, alongside the removed "Prison Island" marked in "The Locations" section of the Design Document as a mission location for the introduction, suggests Nixon Island from the original Grand Theft Auto (inspired by Roosevelt Island, former penitentiary island in real-life early-1900s NYC) was originally intended to be reimagined for the 3D Universe.
"Colombian Cartel" version changes (Final Version)[]
One line from Miguel was cut ("Catalina! Move your ass!"), seen in the script picture shared via Rockstar Newswire:
Originally intended to display the Grand Theft Auto III logo on-screen after the first fade to black and before starting the Jailbreak cutscene, commented out in the mission script file.
- intro.sc[5] - Lines 447-452:
//LOAD_TEXTURE_DICTIONARY INTRO //LOAD_SPRITE 1 gtalogo //LOAD_SPRITE 2 gta3bit //DRAW_SPRITE 1 192.0 96.0 256.0 256.0 255 255 255 text_alpha //DRAW_SPRITE 2 339.0 224.0 128.0 128.0 255 255 255 text_alpha //REMOVE_TEXTURE_DICTIONARY
Give Me Liberty (8BALL)[]
There were no major changes in the mission during development. The name "Give me Liberty" remains as the final title of the mission.
FLOWCHART
- The player must steal a car and take 8Ball to the player's hideout to get a change of clothes.
- Then they must drive round to Luigi's Club.”
According to the script found in the Design Document, this is one of the two rare moments where Claude would speak.
Claude: "We need to get out of here! Do you know this city?"
8-Ball: "Sure thing. I know where we can lay low for a while but," [he holds up his bandaged hands], "I can't drive or use a piece."
Player: "It only takes one of us to drive. We need some wheels."”
Luigi's Girls (LUIGI1)[]
Luigi's Girls is referred to by three different names in the Design Document – "Whore Drop-off", "Ho Drop-off", and its final name "Luigi's Girls".[8]
The reason for the plural "Girls" in the final name is more evident by its description in the document and a very early version of the mission script left in the Mobile and The Definitive Edition versions of the game, revealing that the mission originally involved picking up two different girls: Misty at the clinic and Trixie at Reverend Flannery's, the latter being a generic prostitute pedestrian.
The first known iteration of this mission is described in the Design Document, and involved picking up girls from Luigi's club and delivering them to the clinic/priests. In this version, the Design Document script reveals that Claude would receive new clothes during the cutscene of this mission, before picking up the girls.
DESIGN DOCUMENT CONTENT | |
---|---|
SCRIPT | |
“(iL1b) When the player gets to the back door;
The narrow alleyway is almost totally blocked by <Muscles>. — "Cut-scenes and missions for Industrial"; GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North. | |
FLOWCHART | |
| |
STORYBOARD | |
[NO IMAGE AVAILABLE] | LUIGI: Grab some wheels and pull up front of the club. Take Trixie to the Rev's and Misty to the Clinic. Come back here when you're finished. |
The second iteration of the mission (script found as a leftover in Mobile/The Definitive Edition files) sees the player doing the same objective but in reverse: picking up the girls from clinic/priests and delivering them to Luigi's club. In the early version of the mission cutscene (still played using simple ped animations before the motion capture version was included), Luigi had the following dialogue with Claude:
- luigi1.sc[9] - Lines 298-310:
PRINT_NOW ( LM1_A ) 7000 1 //"But he vouched for you. So I was thinking maybe you can do me a favour." MESSAGE_WAIT 7000 flag_played_luigi1_already PRINT_NOW ( LM1_B ) 7000 1 //"A couple of my girls need a ride so grab a car and pick up Trixie from the Reverend Flannery's and Misty from the clinic." MESSAGE_WAIT 7000 flag_played_luigi1_already PRINT_NOW ( LM1_C ) 7000 1 //"Then bring them back here. Remember no one messes with my girls so keep your hands on the wheel!" MESSAGE_WAIT 7000 flag_played_luigi1_already PRINT_NOW ( LM1_D ) 7000 1 //"If you don't mess this up there might be more work for you." MESSAGE_WAIT 7000 flag_played_luigi1_already
Since the mission tasked the player to pick up two characters, this mission originally required a 4-door car beforehand.
Moreover, Misty's coordinates in the early script places her inside the Sweeney General Hospital building model, as this area was originally a different clinic building with a completely different layout.
- luigi1.sc[11] - Line 329 (spawns Misty):
CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 1158.0 -536.0 20.0 girl1_lm1
- luigi1.sc - Line 339 (spawns Trixie):
CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE 1383.0 -392.0 -100.0 girl2_lm1
Luigi's Mission Strand[]
Don't Spank Ma Bitch Up (LUIGI2)[]
Don't Spank Ma Bitch Up is referred to by two different names in the Design Document – "Don' smack ma Bitch Up" and "Don' Smacka ma Bitch Up" – the reason being that the drug named SPANK that gives the mission title a double meaning was originally named "Rapture", while it was still treated as a Masks gang-made drug. The final name "SPANK" is used in the storyboard, likely written in a late stage of development.
The mission always involved killing a drug dealer who is selling drugs to Luigi's girls. However, in the earliest iteration of this mission described in the Design Document, there were no objectives involving stealing a vehicle afterwards.[12]
DESIGN DOCUMENT CONTENT | |
---|---|
SCRIPT | |
“Luigi Mission Two; Don' Smacka ma Bitch up.
TEXT: There's some new high on the streets that's screwing people bad style. They call it 'Rapture' but all I see is bad shit. Some pusher's been hassling my girls and I want you to deliver a VERY physical message to this guy. My girls stay clean and he stays off my territory. On screen mission title: 'Don' Smacka ma Bitch up' ” | |
FLOWCHART | |
| |
STORYBOARD | |
[NO IMAGE AVAILABLE] | LUIGI: Some fucker's been pushing 'SPANK' on my girls down the docks. Take a bat and rearrange his face! |
The objectives of stealing the SPANK Dealer's vehicle, respraying it and delivering it to a garage was included in a later stage of development.
Shortly before the game's release, an early screenshot of this mission was included in an Electronic Gaming Monthly magazine, revealing two differences:
- The dealer was originally found next to the Emergency Vehicle exporting cargo ship in the northeastern end of Portland Harbor, instead of the entrance.
- The target vehicle was originally a pink Perennial, instead of the final version's red Stallion.
Drive Misty For Me (LUIGI3)[]
Drive Misty For Me is referred to by a different name in the Design Document – "Misty Drive". No major changes in the mission itself.[13]
Pump Action Pimp (LUIGI4)[]
Pump Action Pimp was originally Luigi's 5th mission, swapping order with The Fuzz Ball. No major differences in the mission itself, apart from the original script using the term "wise guy" (mostly used towards Mafia members) to describe the Diablos target, which could suggest that the target pimp was originally from the rival Mafia (Forelli Brothers).
The storyboard dialogue refers to the Diablos as in the final script.[14]
The Fuzz Ball (LUIGI5)[]
The Fuzz Ball was originally Luigi's 4th mission, swapping order with Pump Action Pimp.
According to the early script in the Design Document, this mission was originally intended as the introduction for the Pager, which in the final version is unexplainably available as soon as Claude escapes the prison convoy in the introduction.
The Pager is provided to Claude by Mickey Hamfists (a.k.a. "Muscles" in the Design Document), under orders from Luigi, to receive mission objectives faster and replace the usual paper notes from Luigi's cutscenes.
As for the mission objective, the only major difference given in the early script is that originally, the player was required to steal a bus and use it to deliver the girls to the Old School Hall, referred to as the "town hall" in the script. In the final version, the method of transportation is of the player's choice.[15]
Joey's Mission Strand[]
Mike Lips Last Lunch (JOEY1)[]
Mike Lips Last Lunch is referred to by a different name in the Design Document – "'Lips' Forelli's Last Lunch". No major changes in the mission itself.
According to Joey's original lines from the early script in the Design Document, the car bomb was originally planted by Joey himself in his garage. Although at the end of the same early script text, the objective is changed to 8-Ball's garage as in the final version.[16]
In the cutscenes for the following missions, Joey would stay under the car inside the garage while telling Claude to read an envelope containing the objectives.
Farewell 'Chunky' Lee Chong (JOEY2)[]
Farewell 'Chunky' Lee Chong is referred to by two different names in the Design Document – "Kill Chunky Dave" and "Take-out Chunky Dave" – Dave being the early name of Lee Chong. No major differences in the mission itself.
According to the early script in the Design Document, this mission served as a tutorial for the Shotgun, provided for free by Sam at Ammu-Nation for this mission. In the storyboard and the final version, Joey tells Claude to pick up a Pistol instead.[17]
Van Heist (JOEY3)[]
Van Heist remains mostly unchanged in terms of gameplay and mission objectives.
The original dialogue described the targeted Securicar as "the armored car that does the weekly pay run to the chemical plant", mentioning the cut location in northern Portland.[18]
However, the outcome of the mission is completely different: this was originally meant to be a failed robbery, and Joey's unidentified contacts are killed before Claude arrives with the van. An entire cutscene was removed, which would set up the war between the Leones and The Masks/Colombian Cartel.
After delivering the van to the drop-off location, Claude is ambushed by The Masks but manages to escape alive during the cinematic.
The description for the warehouse given in the Masks Ambush cutscene script suggests the drop-off location was in a different warehouse.
Masks Ambush (Van Heist Cutscene 2)[]
(iM1) When the Player gets the stolen armoured car to the warehouse.
The warehouse is a ramshackle corrugated steel construction.
The warehouse doors slide open and the Player drives in. There is a scene of devastation.
Numerous overalled bodies lie in pools of blood and <Mask One> is standing there with his hooded goons.
A goon approaches the van. The Player kicks the door open, knocking the goon to the floor, and dives out of the van, grabbing the goon's dropped Uzi.
The Masks open up with Uzi's[sic] and the Player sprints towards some crates/drums and dives for cover.
As the crates/drums get riddled with bullets the Player uses the Uzi to cut an arc in the corrugated wall and he kicks it through.
Cut to alley outside. Claude runs down the alley into the street. End cut.”
Cipriani's Chauffeur (JOEY4)[]
Cipriani's Chauffeur is referred to by two different names in the Design Document – "Escort Toni Home" and "Take Toni Home" – while Toni Cipriani is named Toni Fucile in the script. No major changes in the mission itself.
In the early script for the mission cutscene in the Design Document, the overheard dialogue between Joey and Toni was originally about the Masks, referring to the removed segment of the previous mission. In the final version, Joey is simply talking about an upgrade he made to Toni's Mafia Sentinel.[20]
Early gameplay footage of the mission was available on the game's promotional Flash website.[21]
Further information on Toni's mission strand in the Design Document confirms that, after completing "Cipriani's Chauffeur" for Joey, the game would automatically start Toni's first mission, "Taking Out the Laundry".
Dead Skunk in the Trunk (JOEY5)[]
Dead Skunk in the Trunk is missing from the script available in the Design Document, suggesting it was a later addition. This is further supported by the script for the following mission, The Getaway, described as Joey's 5th mission.
The storyboard and flowchart for the mission is available in the document, describing the mission as it is in the final version.[22]
In the game's mission script file, commented out text for the JM5_2
text label suggests the warning text given by the player upon noticing the Forelli's ambush was different – "Gosh! it's the Forelis![sic]" in developer notes, and "It's the Forelli brothers!" in the final game. The variables for the Forelli's Sentinels refer to the enemies as "Lips' Brothers", referring to Mike "Lips" Forelli.
- joey5.sc[23] - Lines 263-275:
IF NOT IS_CAR_DEAD lipsbrother1_car IF NOT IS_CAR_HEALTH_GREATER lipsbrother1_car 999 PRINT_NOW ( JM5_2 ) 5000 1 // Gosh! it's the Forelis! GOTO kill_the_player ENDIF ENDIF IF NOT IS_CAR_DEAD lipsbrother2_car IF NOT IS_CAR_HEALTH_GREATER lipsbrother2_car 999 PRINT_NOW ( JM5_2 ) 5000 1 // Gosh! it's the Forelis! GOTO kill_the_player ENDIF ENDIF
The Getaway (JOEY6)[]
The Getaway is referred to by two different names in the Design Document – "The Bank Job" and "Daylight Robbery".
According to the early script in the Design Document, the player was originally required to find a van to pick up the bank robbers, and drive around the block for exact 45 seconds to avoid getting attention. After the robbery is done, the player was tasked to drop the bank robbers at a different getaway vehicle stashed somewhere, while the player was tasked to get rid of the van at the car crusher.
The mission objectives on the flowchart in the Design Document also mention the last objective of getting rid of the van at the car crusher after returning the robbers to the warehouse. In the final game, the mission ends as soon as they are dropped off in the warehouse, with no need to destroy the van.[24]
Toni's Mission Strand[]
Taking Out the Laundry (TONI1)[]
Originally started automatically after "Cipriani's Chauffeur" for Joey. No major changes in the mission itself, except for the dialogue and the explosives provided by the mission.
According to the flowchart and storyboard for the mission in the Design Document, 8-Ball would provide the player with Boomshine-based Molotov Cocktails at Eightballs Autoyard to destroy the Triad laundry vans.[25] Boomshine is an in-universe type of moonshine mentioned on the Liberty Tree promotional website, but only properly introduced in Grand Theft Auto: Vice City.
The Molotov Cocktails are replaced with Grenades in the final version.
The Pick-Up (TONI2)[]
The Pick-up is referred to by two different names in the Design Document – "The Pick-up" and "Thong Ambush" – "Thong" being the early name of the Liberty City Triads and a pun on The Tongs. No major changes in the mission itself.[26]
The enemy Triads in this mission are still referred to as Thongs in the variables in the script file.
- toni2.sc[27] - Lines 23-25:
// Variables for mission VAR_INT thong1 thong1B thong2 thong2B thong3 thong3B thong_car // gang members for mission
DESIGN DOCUMENT CONTENT | |
---|---|
SCRIPT | |
“(iT2) The Player approaches the restaurant but Toni's not there. Claude sits at the table and picks up the menu.
Toni Mission Two: Thong Ambush. Go and pick up the cash but watch your back. If it's a trap then it means the Thongs want war, so get out of there alive and high tail it back here.” | |
FLOWCHART | |
| |
STORYBOARD | |
[NO IMAGE AVAILABLE] | MOMMA: My little soldier is running an errand for me. He left a note on the table. TONI NOTE: The laundry have agreed to pay - you did real good! Get down there, collect the cash and bring it back here. But watch your back. Word will have reached the Triads and they won't be happy. They may try to stirfry your ass. |
Salvatore's Called a Meeting (TONI3)[]
Salvatore's Called a Meeting is referred to by two different names in the Design Document – "Salvatores[sic] called a meeting" and "Frankie & Maria" – Frankie being the early name of Salvatore Leone, originally named after his voice actor Frank Vincent.
According to the early script in the Design Document, the original objective was to pick up Salvatore and Maria instead of driving Luigi, Joey and Toni to Salvatore's Gentlemen's Club.[28]
Commented out text in the script file for the mission suggests the player was meant to collect the Stretch at Joey's Garage and drive to Salvatore's location.
In the storyboard and flowchart in the Design Document, the mission is described as it is in the final game.
DESIGN DOCUMENT CONTENT | |
---|---|
SCRIPT | |
“(iT3) The restaurant is closed.
After visiting the closed restaurant twice; Toni Mission Three: Frankie & Maria. Pager TEXT: We're going to war with the Thongs. Frankie's called a meeting tonight and he wants to meet you. Get over there and pick him and Maria up. ” | |
FLOWCHART | |
| |
STORYBOARD | |
[NO IMAGE AVAILABLE] | MOMMA: Toni's popped out to get some pile cream. He left a note on his table! TONI NOTE: We're going to war with the Triads. Don Salvatore is calling a meeting tonight. |
Triads and Tribulations (TONI4)[]
Triads and Tribulations and Blow Fish were originally one single mission, referred to by two different names in the Design Document – "Triads & Tribulations" and "Thongs for the Memory".
It was split into two missions later in development, the second part being the subsequent mission "Blow Fish". As the early script in the Design Document suggests, the Triads were meant to be wiped-out in the mission[29], while in the final game they remain active in normal gameplay without any further appearance in missions (except for Rampages).
In the storyboard and flowchart descriptions in the Design Document, Triads and Tribulations is already split into two missions.
DESIGN DOCUMENT CONTENT | |
---|---|
SCRIPT | |
“(iT4) The restaurant's open, but Toni's table is empty.
Claude sits at the table and reads the menu. Toni Mission Four: Thongs for the Memory. TEXT: We're at WAR! The Thongs have their operations based at some fish factory south of China Town. Frankie wants the factory, their trucks, their market and any fishy thong mutherfucker wasted, ok? He wants it to be raining fish - we're talking biblical here, am I right? I'm right.” | |
FLOWCHART | |
| |
STORYBOARD | |
[NO IMAGE AVAILABLE] | MOMMA: Toni's tummy ain't too good today. He left a note for you in the menu on his table. TONI'S NOTE: We're at WAR! The Triads use a fish business as a front. Most of their business goes down at the fish market in Chinatown. The laundry still owes us twenty big ones in protection, so I say we exact a fitting punishment. Take some of the boys over, wreck the market and kill twenty of those Triad Motherfuckers! |
Blow Fish (TONI5)[]
Originally part of the aforementioned Triads and Tribulations, referred to as Blowfish (single word) in the Design Document. No major changes in the mission itself.[30]
Salvatore's Mission Strand[]
After Chaperone, Salvatore's missions were not triggered by a mission icon in his house. Instead, he would send a message to the player's pager telling them to reach a specific payphone around Portland and call him for the details.
This feature appears to have been scrapped after the replacement of The Masks with the Colombian Cartel, as the payphone is only mentioned in the cutscene scripts in the document, while in the Storyboard, each mission clearly started at Salvatore's Gentlemen's Club.
Chaperone (FRANK1)[]
Originally started immediately after arriving at Salvatore's Gentleman's Club whilst at Toni's third mission, "Salvatore's Called a Meeting".
Chaperone is referred to by a different name in the Design Document – "Pulp Friction" – one of the many references towards Quentin Tarantino's 1994 film Pulp Fiction in the Grand Theft Auto series, particularly the date between crime boss Marsellus Wallace's wife Mia and his hired hitman Vincent Vega.
In the early script in the Design Document, the original objective was to drive both Salvatore and Maria in the Stretch limousine, first dropping off Salvatore at Luigi's club and subsequently, as in the final game, dropping off Maria at the warehouse rave.[31]
According to the mission script, this is the second mission in which Claude would have some brief dialogue while collecting drugs from Chico for Maria. This is the second and last moment in the entire early script from the Design Document where Claude has lines of dialogue.
In the final version, Maria deals with Chico herself.
Chico: "Hey my man, what's your product of choice?"
Claude???: "I'm looking for Maria's usual."
Chico: "No problemo. Here you go, enjoy your evening."
Claude??: "Nice doing business."
Maria: "I know of a warehouse party going down at the North end of Portland Harbour East. Let's go and party!!"
Claude: "Nah, I'll just park up here, catch some zzz's and make sure the car's OK."”
As revealed through commented-out text in the script file for Chaperone, and the model file names for the warehouse, the location of the warehouse rave swapped between Portland Harbor to Atlantic Quays during development.
The original warehouse used for the rave is revealed to be the same warehouse used for the Import/Export garage in the final game, as confirmed through its file name "doc_rave
" (the current warehouse is internally named "doc_rave2
"). The rave venue's name in the document is "The Crazy Camel", unnamed in the final version.
Commented-out text revealing the old version of Chico's dialogue also reveals the rave venue's original location being in the north end of Portland Harbor:
- frank1.sc[32] - Lines 726-733:
IF chico_audio_flag = 9 IF HAS_MISSION_AUDIO_LOADED GET_CHAR_COORDINATES chico chico_x chico_y chico_z PLAY_MISSION_AUDIO PRINT_NOW FM1_S1 15000 2 //"You should check out the warehouse party going down at the North end of Portland Harbour." chico_audio_flag = 10 ENDIF ENDIF
Commented-out text reveals the old version of the police dispatch dialogue, once again mentioning Portland Harbor.
- frank1.sc[33] - Lines 1283-1284:
PLAY_MISSION_AUDIO PRINT_NOW (FM1_SS) 4000 2 //"Calling all cars, request back-up for narcotics raid. Warehouse party Portland Harbour East."
Aside from the existing rave track loop used in this mission, a few additional rave track loops are left unused in the .RAW file, all of which also originate from the original Grand Theft Auto.[34][35][36]
Cutting the Grass (FRANK2)[]
The name "Cutting the Grass" remains as the final title of the mission. However, the final objective of the mission was simplified, likely due to limitations.
In the early script in the Design Document, it is suggested that Curly Bob leaked Joey's armored van robbery to The Masks/Colombian Cartel during Van Heist. In the final version of the script, Curly Bob is still an informant, although without any mentions of the Van Heist ambush which never happened in the final game.
As with the final version of the mission, the objective was always to follow Curly Bob and find out the gang's hideout in the end. The final objective was originally to capture Curly Bob alive to be interrogated by the Mafia at Luigi's club, instead of simply killing him.[37]
From this point in the Design Document, the flowchart and storyboard are up to date with the Colombian Cartel version of the story, with the Masks being cut from the storyline. Both Catalina and Miguel appear in the storyboard for Cutting the Grass, and the objective to "Kill Curly Bob" is listed in the flowchart.
Bomb Da Base: Act I (FRANK2.1)[]
No major changes in the mission itself, always intended as a pay wall to progress through the story.
The name "Bomb Da Base" remains as the final title of both missions (Act I and Act II). In the flowchart, the mission is simply identified as "Buy explosives".[38]
Bomb Da Base: Act II (FRANK3)[]
No major changes as mentioned in the previous Act I.
In the early script in the Design Document, it is mentioned that Salvatore sent mafia goons to attack The Masks in the streets of Portland as a distraction for 8-Ball and Claude to destroy the freighter. In the final version, there are no mentions of the Mafia attacking Colombian Cartel members to create a distraction.
Moreover, the bomb used by 8-Ball to destroy the ship was originally intended to be thrown by him inside a ventilation duct on the cargo ship (described as a "funnel-thang-wotsit" in the early script).[39]
Last Requests (FRANK4)[]
Last Requests had a major change during development.
In the early script, the mission is referred to as "AWOL Moll" and was triggered via a payphone. It focused on Maria leaving Salvatore's mansion, with the player being tasked by a furious Salvatore to find her. Shortly after, Maria would send a message on the player's pager telling them to meet her in Staunton Island, originally meant to be first accessed via a player-chosen route. The car bomb trap and Salvatore's betrayal are completely absent from this version of the script.[40]
In the storyboard and flowchart, the mission is described as it is in the final game, with minor changes in dialogue.
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“Frankie Mission Four: AWOL Moll
Pager TEXT: Get to the phone on <street>. (iF4) Cut of Claude on phone. Dialogue, Frankie: "That dumb bitch wife of mine has gone AWOL. Packed her bags and runaway like a thief in the night. Well no one, NO ONE, leaves Frankie and keeps their face. Do hear me[sic], NO ONE! Pager TEXT: Claude? It's me, Maria. I can't explain everything but you've got to meet me at <location> in the Commercial District. Please hurry! Commercial Fly-by (iC1) After Maria has contacted the Player (in-game text) the Player is driving to the newly opened Commercial District. Once in the Commercial District a cut scene will be triggered. Because the Player can use different routes into the Commercial District, this scene should be a generic intro to this second level. Go crazy. ” | |
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[NO IMAGE AVAILABLE] | If player has not completed all Toni's missions, he will be sent back with the following text: SALVATORE: I'm proud of you my boy, you kicked the shit out of those fucking slimeballs. Just one little job I got for ya before we can all celebrate. There's a car around the block from Luigi's. It's covered in prints. Take it to the crusher before the cops find it. MARIA PAGER: Hi, it's Maria. You've been sent into a trap! Meet me at the jetty near Liberty Bridge. MARIA: Salvatore was offering you to the Cartel to make a pact. I couldn't let him do it. You're a marked man on Mafia turf and I've decided it's time to make a run from that ugly bastard. This is Asuka. She's a friend we can stay with for a while. ASUKA: We better get out of here before Salvatore realises he's lost BOTH of you. |
Asuka's First Mission Strand[]
At this point in the Design Document, there are no more scripts or storyboards available for the following missions set in Staunton Island and Shoreside Vale. Flowcharts detailing mission objectives are still available in the document.
Listed as Maria's mission strand after Last Requests Design Document script summary, without any further content.
Sayonara Salvatore (ASUKA1)[]
No major changes in the mission itself.
Sayonara Salvatore is referred to by a different name in the Design Document – "Farewell Salvatore" – with "Farewell" being replaced with the Japanese translation in the final title.[41]
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Under Surveillance (ASUKA2)[]
Under Surveillance was originally Asuka's 3rd mission, swapping order with Paparazzi Purge.
According to the flowchart in the Design Document, the targets were originally FBI agents instead of Leone gangsters as in the original release.[42]
Curiously, the "FBI agents" version of the mission cutscene audio would be reused in later versions of the game, making the "Mafia targets" exclusive to the original PlayStation 2 release. The character models used in both versions are Mafia goons regardless of the description given.
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Paparazzi Purge (ASUKA3)[]
No major changes in the mission itself. Originally Asuka's 2nd mission, swapping order with Under Surveillance.[42]
Payday For Ray (ASUKA4)[]
No changes.
Two-Faced Tanner (ASUKA5)[]
No changes.
Two-Faced Tanner is referred to by a slightly different name in the Design Document – "Kill Two faced Tanner[sic]".[43]
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Kenji's First Mission Strand[]
Kanbu Bust-out (KENJI1)[]
No changes.
Grand Theft Auto (KENJI2)[]
Grand Theft Auto is referred to by a different name in the Design Document – "Gone in 60 Seconds" – referencing the 2000 film of the same name.[44]
Leftovers in the uncompiled mission script file lists two additional cars to be delivered to the garage – a Banshee and Landstalker – with their variables disabled in the code (listed as car number 2 and 5, respectively).
- kenji2.sc[45] - Lines 27-35, 387-401:
// Variables For Mission VAR_INT car_to_steal1_km2 //Testarossa VAR_INT car_to_steal2_km2 //Viper VAR_INT car_to_steal3_km2 //Boxter VAR_INT car_to_steal4_km2 //Diablo VAR_INT car_to_steal5_km2 //Offroad
REQUEST_MODEL CAR_CHEETAH //car1 to steal REQUEST_MODEL CAR_STINGER // car3 to steal REQUEST_MODEL CAR_INFERNUS // car4 to steal //REQUEST_MODEL CAR_BANSHEE // car2 to steal //REQUEST_MODEL CAR_LANDSTALKER // car5 to steal WHILE NOT HAS_MODEL_LOADED CAR_CHEETAH OR NOT HAS_MODEL_LOADED CAR_STINGER OR NOT HAS_MODEL_LOADED CAR_INFERNUS //OR NOT HAS_MODEL_LOADED CAR_LANDSTALKER //OR NOT HAS_MODEL_LOADED CAR_BANSHEE
According to the flowchart in the Design Document, the player would alternatively have been able to steal these vehicles from traffic. In the final version, only the specific mission-spawned vehicles are allowed into the garage.
The drop-off location is described as a warehouse, possibly suggesting a location change.
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Deal Steal (KENJI3)[]
Instead of stealing a Yardie Lobo in traffic, the player was originally tasked to track down the Yardies heading to the deal with the Cartel and steal their Yardie Lobo, pick up "a load of Yakuza members" – implying either that the vehicle was originally a four-door car or the player would escort/follow more Yakuza members – and go to the deal.[46]
In the ambush, the Yakuza members would have killed most of the Cartel members, although a few of them would escape. The mission ends with the player chasing down and killing the Cartel members.
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Shima (KENJI4)[]
Shima had a minor change for its final objective, according to the flowchart in the Design Document.
The cutscene with the shopkeeper informing Claude about the Diablos trashing his storefront is seemingly absent. The flowchart suggests the player was meant to use the Diablos spray tag on the storefront (still available in the final game) to identify which gang stole the protection money briefcase, leading the player to find the briefcase at the Diablos mission contact point in Hepburn Heights in Portland.[47]
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In the final version, the gang is automatically marked on the radar after the interacting with the shopkeeper via cutscene (no need to investigate the spray tag).
Liberator (LOVE1)[]
Originally given by Kenji as a way to unlock Toshiro's mission strand, before Donald Love's character was created. No major changes in the mission itself.[48]
Liberator is referred to by a different name in the Design Document – "Save the Old Japanese Gentleman". In the final version, the mission is given by Donald Love (non-existent at this point in development) as "Liberator".
After the mission Shima, Kenji would task the player to save the Old Oriental Gentleman (still referred to as the "Old Japanese Gentleman") from the Colombian Cartel Compound, ending Kenji's first mission strand. The drop-off location is not given in the Design Document.
In the final version, the Old Oriental Gentleman's nationality is left ambiguous with no links to the Yakuza or counterfeiting.
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The Official Strategy Guide section for "Liberator" shows an early screenshot of the mission, with Donald Love in his default outfit, likely from a point in development where his alternative outfit did not exist.
Ray's Mission Strand[]
Silence the Sneak (RAY1)[]
No major changes in the mission itself, except for the background given for the target under witness protection. Instead of corrupt cop Leon McAffrey, the target is described as a witness of Salvatore's assassination.
ray1.sc
mission script file.[49]This description originated from the Design Document flowchart, where it still used Salvatore's early name "Frankie" and other minor changes.[50]
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Arms Shortage (RAY2)[]
Arms Shortage is referred to by a different name in the Design Document – "Arms Protection".
No major changes in the mission itself.[51] Phil Cassidy is not named in the flowchart, simply referred to as the arms dealer, just as in the game files ("DEALER
").
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Evidence Dash (RAY3)[]
No major changes except for the "evidence" items, due to Donald Love not existing at this point in development.
Instead of six incriminating pictures of Donald Love feasting in the morgue, the evidence in the back of the truck would have been eight packages of documents seized by Internal Affairs about Ray's activities in one of Ray's old haunts.
After collecting all packages, the player was intended to return them to Ray's hideout instead of torching the vehicle with the evidence inside.[52]
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Gone Fishing (RAY4)[]
No changes.
Plaster Blaster (RAY5)[]
No major changes in the Design Document.
Commented out text in the uncompiled script file "ray5.sc
" (line 187)[53] shows a different ending text (final version: If he squeals, I squeal...):
PRINT_NOW RM5_D 2500 1 //"so go do the job you were paid for!"
Moreover, an unused pedestrian model "PLASTER
" can be found in the game files for the PlayStation 2 release. This implies that McAffrey was supposed to escape the Ambulance on foot as a normal pedestrian instead of being dropped from the vehicle as a movable prop.
Toshiro's Mission Strand[]
After completing Kenji's first mission strand, Toshiro – the leader of the Yakuza – was intended to be unlocked as a mission contact.
While this character was entirely removed from the game's final storyline, all of his missions were adapted for Donald Love, who replaced Toshiro as the rich mission contact in Staunton Island.
Toshiro's original contact point can still be identified in-game as the same building used as the Love Media Building in the final version, still internally named "Toshiro's Skyscraper" in its model file name. This explains why the terrace of Donald's building shares Japanese props with Kenji's Casino, with his association with the Old Oriental Gentleman also inherited from the cut character.
A Drop in the Ocean (LOVE3)[]
This mission is given by Donald Love in the final version.
The mission has no major changes compared to Donald Love's version. However, it is revealed in the flowchart in the Design Document that the packages dropped by the Dodo are actually forging plates used to create counterfeit money (Toshiro's mission strand is focused on his counterfeiting business).[54]
As with the final version, the packages are also a decoy for the real packages.
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Francis International Airport is referred to by its old name (still present in the final version's airport signs) in developer notes in the uncompiled script file love3.sc
(final version of the mission with Donald Love).
- love3.sc[55] - Line 139:
PRINT_NOW LOVE3_B 5000 1//"On it's approach to Liberty airport tonight, a light aircraft will pass over the bay."
According to commented-out text in the script file, the player was tasked to collect eight packages. It was changed to six later in development.
- love3.sc[56] - Lines 322-325:
IF packge_01 > 0 AND packages_collected < 6 PRINT_WITH_NUMBER_NOW LOVE3_3 package_numbers 5000 1 //"The plane has dropped ~1~ of 8 packages." ENDIF
The Official Strategy Guide section for "A Drop in the Ocean" shows an early screenshot of the mission, with both Donald Love and the Old Oriental Gentleman in their default outfits, likely from a point in development where their alternative outfits did not exist.
Getting into the Airport (REMOVED)[]
Similarly to Bomb Da Base: Act I, this mission is a paywall to unlock Shoreside Vale. Claude is told by Toshiro to get an unspecified amount of money to bribe the airport security in order to get access to the plane containing the real packages.[57]
In the final version, Shoreside Vale is immediately unlocked after "A Drop in the Ocean", with no paywall required for the subsequent airport-related mission, as Donald Love himself pays off the airport security.
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Included in the game files is a likely leftover of this paywall used to prevent the player from getting access to the airport. A duplicate of the existing sliding gate model is used to prevent access to certain areas by the player unless they're following a specific requirement (for example, the gate used in the Colombian Cartel Compound in Liberator, requesting a Cartel Cruiser), except this one bears the "Liberty International Airport" logo.
Grand Theft Aero (LOVE4)[]
This mission is given by Donald Love in the final version.
The mission progresses in the same way as the final version of the mission given by Donald Love. According to the flowchart of this early version of the mission, once the player arrives at the airport, two Palantic (not Panlantic) vans are seen leaving the hangar.
The Dodo containing the forging plates are guarded by the Colombian Cartel. After killing the Cartel members in the hangar, Claude discovers that the forging plates were delivered to the Palantic construction site in Staunton Island. Arriving at the construction site, Claude fights his way through the Cartel members and finds Catalina and Miguel with the forging plates.[58]
In the final version, the story behind this mission is exactly the same, although the plot about Toshiro's forging plates are replaced by Donald Love's mysterious package.
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One of the gang (REMOVED)[]
Toshiro's final mission is "One of the gang". The plot behind the mission is unique, not kept or adapted into any other mission in the final version.[59]
After retrieving the stolen forging plates from Catalina and saving the Old Japanese Gentleman, Toshiro organizes a party at Kenji's Casino to celebrate the start of his counterfeit operation.
According to the flowchart, Claude is tasked to pick up Toshiro, who is betting at an illegal fight at an underground car park. The player originally had an opportunity to bet on a fighter, a feature that is not present in the final version.
After the fight, Claude drives Toshiro to the casino. When they arrive at the casino garden, the party is attacked from a nearby building rooftop. Toshiro is assassinated by a sniper, and Claude picks up a Sniper Rifle and eliminates the attackers. After Toshiro's death, Kenji replaces him as the new head of the Yakuza in Liberty City.
In the final version, no such mission exists in the storyline, and Kenji is treated as the head of the Yakuza since the beginning of the storyline (despite having the title of waka-gashira).
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Kenji's Second Mission Strand[]
Smack Down (KENJI5)[]
Smack Down was originally part of a second strand of missions given by Kenji as the new boss of the Yakuza, replacing Toshiro after his assassination in "One of the gang".[60]
In the original flowchart in the Design Document, the mission marked the start of this second strand of missions, while in the final version, it marks the end of Kenji's optional/missable mission strand.
According to the mission description in the uncompiled script file, the mission objectives had no major changes, except for Yardies calling for backup and chasing down the player in vehicles during the mission.
kenji5.sc
mission script file.[61]This description originated from the Design Document flowchart, where it still used the name "Rapture" to refer to SPANK.
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Boss Meat (REMOVED)[]
Boss Meat is completely removed from the final game. The plot behind the mission is unique, not kept or adapted into any other mission in the final version.
During this mission, Kenji informs Claude that the Yardie posse lords are meeting with a Colombian Cartel representative at a derelict factory. The player is tasked to find a way to the roof of the factory and throw Molotov Cocktails at them during the meeting, making sure there are no survivors.[62]
There are no leftovers of this mission in the game files. As all three islands are unlocked at this point, the location of the derelict factory is left ambiguous.
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Defender (REMOVED)[]
Defender is completely removed from the final game. The plot behind the mission is unique, not kept or adapted into any other mission in the final version.
During this mission, Kenji informs Claude that the Colombian Cartel is attacking Yakuza businesses (Sushi restaurants are marked as likely targets in the flowchart). The player is tasked to head to Yakuza territory, rushing to any business paging the player.[63]
The idea for Yakuza-owned Sushi restaurants being sabotaged by rival gangs is later brought back in Grand Theft Auto Advance.
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Escort Service (LOVE5)[]
Originally given by Kenji as part of his second mission strand, before Donald Love's character was created. No major changes in the mission itself, apart from the drop-off point.
Kenji informs Claude that one of the members of his counterfeit operation (inherited from the now deceased Toshiro) is missing, and he is worried that he might have been kidnapped, tortured for information or turned as a Cartel informant for cash. He is tasked to escort the first batch of counterfeit money in the armored truck to his casino while protecting it from the attacking Cartel members.[64]
In the final version, the story is adapted after the addition of Donald Love as a character, changing the final destination to a warehouse in Pike Creek, while the armored truck loot is no longer related to counterfeiting.
Curiously, the Old Oriental Gentleman (originally the Yakuza's counterfeit plate engraver) is still present in this mission, with his character being rewritten as a mysterious associate of Donald Love.
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Decoy (LOVE6)[]
Originally given by Kenji as part of his second mission strand, before Donald Love's character was created.
Decoy is referred to by a different name in the Design Document - "Swat the S.W.A.T.".
Before Donald Love's addition to the storyline, the mission was given by Kenji and, while the concept is mostly unchanged, the context is completely different and still related to the Yakuza's counterfeit operation.
According to the Design Document flowchart, Kenji is informed by Ray that the LCPD is about to raid the Yakuza's counterfeit operation. Three SWAT vans have been sent to approach the Yakuza hideout from different directions to prevent any escaping cash, equipment or Yakuza member during the ambush.
Kenji sends Claude to help the Yakuza members escape the hideout with their counterfeit money and equipment, while eliminating the SWAT teams.[65]
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This mission has been replaced by Decoy, as confirmed by the mission description in the uncompiled script file, which was clearly taken from the Design Document flowchart and adapted for Donald Love. While Kenji's name is replaced with Love in script file, Ray's involvement is not mentioned in the final version:
love6.sc
mission script file.[66]Kenji's Dead (REMOVED)[]
This mission is simply a cutscene, and appears to have been merged along with "Asuka's Dead" into Ransom, as suggested by the purpose of both cutscenes.
According to the flowchart, Claude would have found Kenji nearly dead at his contact point, where he would inform Claude about Maria's kidnapping before dying.[67]
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Asuka's Second Mission Strand[]
Bait (ASUSB1)[]
No major changes in gameplay. However, the targets in the final version have been swapped.
According to the Design Document flowchart, the player's objective is to lure Cartel-associated Yardie pushers selling SPANK into the Yakuza trap. The Yakuza ambushers were originally armed with Rocket Launchers. Additionally, the flowchart suggests the player was meant to sound the horn near the targets to get their attention.[68]
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In the final version, the targets are replaced with Cartel death squads, while the Yakuza ambushers are armed with shotguns and assault rifles.
In the uncompiled script file, a fourth target is disabled in the code. The variables for a fourth cartel car and its four passangers are disabled.
- asusb1.sc[69] - Lines 22-26:
VAR_INT cartel_car_a_as1 cartel_car_b_as1 cartel_car_d_as1 //cartel_car_c_as1 VAR_INT cartel1_as1 cartel2_as1 cartel3_as1 cartel4_as1 VAR_INT cartel5_as1 cartel6_as1 cartel7_as1 cartel8_as1 //VAR_INT cartel9_as1 cartel10_as1 cartel11_as1 cartel12_as1 VAR_INT cartel13_as1 cartel14_as1 cartel15_as1 cartel16_as1
The location coordinates for two of the death squads, including the disabled one, are commented out as different locations from the final version - "Punk Noodles" (the office building in Pike Creek) and "AIRPORT" (disabled one).
- asusb1.sc[70] - Lines 378-388:
cartel_a_x = -996.85// Punk Noodles cartel_a_y = -247.5 cartel_b_x = -877.0// Dam (east end) cartel_b_y = 562.0 //cartel_c_x = -714.0// AIRPORT //cartel_c_y = -722.0 cartel_d_x = -459.0// Cedar Grove cartel_d_y = 251.5
Espresso-2-Go! (ASUSB2)[]
No changes, appear from the mission title being spelt differently in the Design Document - "Expresso to Go".[71]
Coffee Co. (REMOVED)[]
Coffee Co. is completely removed from the final game. The plot behind the mission is unique, not kept or adapted into any other mission in the final version.
In the Design Document flowchart, this mission is listed as the 3rd mission of Asuka's second mission strand.
During this mission, Miguel reveals that the Cartel is using a coffee company as a front to import cocaine. In the final version, this information is given in the previous mission, "Espresso-2-Go!".
The player is tasked to find the coffee company's headquarters with Yakuza allies and break into their facility, where a major gun fight would have happened.[72]
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S.A.M. (ASUSB3)[]
S.A.M. is referred to by a different name in the Design Document - "Plane Sailing".
No major changes in the mission itself, apart from the collectibles dropped by the target plane being described in the document as crates containing a fresh shipment of cocaine from the Cartel instead of SPANK packages, and the drop-off location being at an unidentified old dockside warehouse instead of the Panlantic construction site.[73]
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"Ransom" was not consecutively started with the completion of this mission, as another mission by the name of "Emergency Services" took place after this mission.
Emergency Services (REMOVED)[]
Emergency Services is completely removed from the final game. The plot behind the mission is unique, not kept or adapted into any other mission in the final version.
In the Design Document flowchart, this mission is listed as the 5th mission of Asuka's second mission strand.
As a follow up for the events of the mission "S.A.M.", the airport security has been strengthed up, making it impossible for the player to access it.
Asuka is informed that the Colombian Cartel is flying in reinforcements after their smuggling plane has been destroyed and the loot has been stolen. In order to access get pass the airport security, the player is required to steal a Firetruck and pick up a group of Yakuza members dressed as firemen.
Arriving at the airport, the player would have the objective to trigger the airstrip fire alarm. The flowchart suggests that only way to trigger it is by throwing Molotov Cocktails over the fence onto any flammable materials. As the alarm is triggered, the player is free to enter the airport using the Firetruck and massacre the Cartel reinforcements as they get off the plane.[74]
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Ransom[]
No changes. Referred to as Asuka's Dead in the Design Document flowchart.[75]
No mention of Maria's kidnapping note in the Design Document, as the information was originally given by the first iteration of Kenji's character in "Kenji's Dead".
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Ray's Second Mission Strand[]
Marked Man (RAY6)[]
No major changes in gameplay. The reward for completing the mission has been changed.
The Design Document flowchart and mission description on the script file, suggests that Claude would arrive at Ray's contact point, only to find it empty. Ray would then send a message via pager telling Claude to meet him somewhere else, and then drive him to the airport while being chased by the CIA agents.[76]
ray6.sc
mission script file.[77]An alternative character model for Ray wearing a Hawaiian shirt was intended for this mission. Moreover, the CIA agents were intended to chase the player (with helicopters marked as likely vehicles in the flowchart) are stationary in the mission.
Commented out text in the script file reveals tha originally, the reward vehicle was an bulletproof Cheetah instead of a bulletproof Patriot.
- ray6.sc[78] - Lines 1230-1236:
OPEN_GARAGE rays_prize_garage ADD_PAGER_MESSAGE RM6_666 140 666 1 //"Take care of my armoured Cheetah, I had it modified to be bullet proof. See you in Miami, Ray" WAIT 13000 GOTO mission_ray6_passed
Catalina's Mission Strand[]
Cash for Maria[]
No major changes in the paywall objective. The Design Document flowchart suggests that money to raise was mainly to replace the stolen drugs in S.A.M., as well as serving as the ransom money to rescue Maria.[79]
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The Exchange (CAT1)[]
The Exchange is referred to as simply Exchange in the Design Document, and was originally simply a cutscene which immediatelly triggered the final mission "Catalina's Escape". Both missions were merged into one in the final version.[80]
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One of the lines from Catalina has been cut from the cutscene audio, with the subtitles text left unused in the american.gxt
file:
[CAT2_A1] Come on you dumb bitch!
As seen in the first trailer, the "Rebel" Colombian Cartel cutscene models from the introduction's jailbreak scene were once used in this cutscene.
Moreover, the uncomplied script code shows that a fourth Colombian Cartel member (unarmed) was removed from this cutscene at some point.
- cat1.sc[81] - Lines 116-126:
//CREATE_CUTSCENE_OBJECT PED_SPECIAL3 cs_colub1 //SET_CUTSCENE_ANIM cs_colub1 col2 //(unarmed) CREATE_CUTSCENE_OBJECT PED_SPECIAL4 cs_colub2 SET_CUTSCENE_ANIM cs_colub2 colrob //(Pistol) CREATE_CUTSCENE_OBJECT PED_GANG_COLOMBIAN_A cs_colub3 SET_CUTSCENE_ANIM cs_colub3 gang11 //(unarmed) CREATE_CUTSCENE_OBJECT PED_GANG_COLOMBIAN_B cs_colub4 SET_CUTSCENE_ANIM cs_colub4 gang12 //(unarmed)
After leaving the mansion alive, the second part of the mission, dubbed "Catalina's Escape" starts with the player being tasked to chase Catalina's helicopter to Cochrane Dam, where a major gunfight with the cartel happens. This entire section is kept in the final version, except from its original outcome, which did not involve destroying the helicopter and feature two alternative endings - kill Catalina or leave her to the cops.[80] No further details on these endings are given in the document.
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Later Additions[]
Donald Love's Mission Strand[]
As confirmed by the Design Document, Donald Love did not exist in December 2000. He was first mentioned as part of the game in promotional material in the March 2001 update of the Liberty Tree promotional website, in the article "Donald Love coming to Liberty".
Donald Love's mission strand is made of 5 recycled missions from Toshiro and the removed Kenji's second mission strand, with two additional missions (Waka-Gashira Wipeout! and Love's Disappearance):
- Kenji Mission 5: "Save the Old Japanese Gentleman" → Love Mission 1: "Liberator"
- Toshiro Mission 1: "A Drop in the Ocean" → Love Mission 3: "A Drop in the Ocean"
- Toshiro Mission 3: "Grand Theft Aero" → Love Mission 4: "Grand Theft Aero"
- Kenji Mission 8: "Escort Service" → Love Mission 5: Escort Service
- Kenji Mission 9: "Swat the SWAT" → Love Mission 6: Decoy
Waka-Gashira Wipeout! (LOVE2)[]
In order to keep Kenji's death in the storyline, and the Yakuza-Cartel rivalry originally triggered by Toshiro's version of Grand Theft Aero, Rockstar North mission developers included an entirely new mission named "Waka-Gashira Wipeout!", in which both events happen at the same time as a result of the player's actions – Kenji is killed by the player disguised as a Cartel assassin and purposedly leaving witnesses to trigger the war.
As of cut content related to this mission, a unique character model - Donald Love's Butler - was intended to appear in the mission cutscene. The original code requesting his character and cutscene head model are commented out in the script file for the mission.
- love2.sc[82] - Lines 251-256, 288-298:
LOAD_SPECIAL_CHARACTER 1 love //LOAD_SPECIAL_CHARACTER 2 butler LOAD_SPECIAL_MODEL cut_obj1 PLAYERH LOAD_SPECIAL_MODEL cut_obj2 LOVEH //LOAD_SPECIAL_MODEL cut_obj3 BUTLERH
//CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_butler //SET_CUTSCENE_ANIM cs_butler butler
//CREATE_CUTSCENE_HEAD cs_butler CUT_OBJ3 cs_butlerhead //SET_CUTSCENE_HEAD_ANIM cs_butlerhead butler
Love's Disappearance (LOVE7)[]
Originally named "Left the Scene". No major changes.
love7.sc
mission script file.[83]Payphone Missions[]
El Burro's Mission Strand[]
Turismo (DIABLO1)[]
No major changes in the mission itself, except for its title "Low rider race" in the Design Document mission flowchart, likely a placeholder name.[84]
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Early gameplay screenshots of the mission are available in the official strategy guide, page 46, showing that the race opponents originally drived Diablo Stallions instead of Cheetahs.
Drive By/Uzee Lu... (REMOVED)[]
Entirely cut mission, due to the same reason as Darkel's missions - random civilians are never intended to be targets in the final game.
The mission sees the player performing drive-bys on customers in front of two Forelli-owned restaurants in order to ruin the reputation of both businesses.[85]
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I Scream, You Scream (DIABLO2)[]
No major changes in the mission itself, except for its title "Fried Ice Cream", and the targets.[86] This mission is identified as one of Darkel's recycled missions through an IGN preview.[4]
According to the flowchart, the mission tasked the player to steal a Forelli-owned ice cream van, rig it with explosives and use it to kill customers (random civilians). In the final version, the player steals the ice cream van from a random civilian, and uses it to kill Forelli mobsters instead. The bomb is activated by the Detonator item, instead of a timer.
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The targets are not explicitly identified as the Forellis in-game, only through the official strategy guide and developer notes in the mission script file.
Trial By Fire (DIABLO3)[]
Originally El Burro's 4th mission (not counting the removed one), swapping order with Big'n'Veiny.
No major changes in the mission itself, except for its title "Burn them, Burn them all!" in the Design Document mission flowchart.
The reason for the revenge on the Triads was different according ot the flowchart - the Triads captured and burned down El Burro's pet donkey alive.[87] In the final version, El Burro simply wants to get revenge on a burned his car with his prized collection of donkey porn inside.
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Big'n'Veiny (DIABLO4)[]
Originally El Burro's 3th mission (not counting the removed one), swapping order with Trial by Fire.
No major changes in the mission itself, except for its title "Donky[sic] porn shipment" in the Design Document mission flowchart, likely a placeholder name.
The porn magazine delivery van was not stolen but simply inadvertently dropping bundles of donkey porn in the streets of Portland.[88]
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King Courtney's Mission Strand[]
The Yardies mission strand consisted of 3 missions instead of 4, with "Uzi Rider" being absent from the Design Document. King Courtney used the placeholder name of Muff Daddy.
Bling-bling Scramble (YARD1)[]
Bling-bling Scramble had a few changes during development. Its original title is referred to as "Drug Rush" in the Design Document mission flowchart.[89] Shortly before the official release, the mission was titled "Job Interview" as seen on page 75 of the official strategy guide. In the Design Document flowchart, the single objective of the mission is to deliver some kind of the drug to freelance drug dealers before the rivals do. In the final version, the mission is adapted as a race where the player must pick up checkpoints before the rivals do.
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The vehicle used by one of the three opponents was swapped from a Esperanto to a Patriot shortly before the official release, as seen in the same strategy guide page.
Uzi Rider (YARD2)[]
This mission is missing from the Design Document, meaning it was created in a late stage of development.
Gangcar Round-up (YARD3)[]
No major changes in the mission itself, except for its title "Gang Cars" in the Design Document mission flowchart, likely a placeholder name, and one of the target vehicles on the list.
In the Design Document flowchart, the list included a Triad gang car instead of the Yakuza Stinger.[90]
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King Courtney's dialogue audio in final version mentions a "Diablo Infernus" instead of Diablo Stallion.
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King Courtney: I want you to boost some gang cars so we can do hits on our enemies' turf. I need a Mafia Sentinel, a Yakuza Stinger and a Diablo Stallion so we can hit up any gang in Liberty. Drop them off at the garage in Newport and remember, they're no use to us wrecked! | King Courtney: I want you to steal me some gang cars so we can do some naughty ting on our enemies' turf. I want me a Mafia Sentinel, a Yakuza Stinger and a Diablo Infernus so we can hit up any gang in Liberty. Drop them off at the garage in Newport and hear this, they're no use to me all broke up now! |
Kingdom Come (YARD4)[]
Kingdom Come had a few changes during development. In the Design Document, the mission is referred to as "Suicide Bombers".
Instead of King Courtney selling out Claude to the Colombian Cartel, the story behind the mission was originally the Colombian Cartel discovering that Claude has links to the Yardies (the Cartel's new allies, as revealed in Smack Down) and setting up an ambush for him with the SPANKed-up Madmen, literally referred to as suicide bombers in the original mission title and the original PlayStation 2 release.
The flowchart also suggests that the mission could have been alternatively completed by escaping the madmen instead of killing them. There are no mentions of the target vans in the flowchart.[91]
King Courtney is referred to as "Muff Daddy" followed by a "working name" note, showing that Rockstar North was still using a placeholder name for him at this point in development.
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D-Ice's Mission Strand[]
The Hoods mission strand consisted of 4 missions instead of 45, with "Uzi Money" being absent from the Design Document. D-Ice used the placeholder name of Dr. G.
Uzi Money (HOOD1)[]
According to the developer notes in the uncompiled script file for the mission, its original title was "Uzi Driver". This mission is missing from the Design Document, meaning it was created in a late stage of development.
Toyminator (HOOD2)[]
Toyminator had a few changes during development. It is referred to by a different name in the Design Document - RC Assassin.
According to the flowchart in the Design Document, instead of Securicars used by the Purple Nines to transport drugs, the targeted vehicles were armored police vans (presumably Enforcers), suggesting a rivalry between the Southside Hoods and the LCPD.[92]
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Rigged to Blow (HOOD3)[]
Rigged to Blow had a minor change during development.
According to the flowchart in the Design Document, the garage used to disarm the explosives was originally 8-Ball's garage[93], not the unmarked garage in Saint Mark's.
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Bullion Run (HOOD4)[]
Bullion Run had a few minor changes during development.
Instead of platinum, the player was supposed to collect gold bars instead of platinum. Moreover, the Federal Reserve flight which dropped the bars in the final version was originally an ordinary van attacked by the Hoods, who were killed by the police during the robbery.[94]
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Rumble (HOOD5)[]
Rumble had a few minor changes during development. It is referred to by a different name in the Design Document - Baseball bats at dawn.
According to the flowchart, the player was meant to drive a group of Red Jacks to the baseball bat fight location, instead of just one.[95]
The flowchart reveals the earlier names of the Purple Nines and Red Jacks: The Zeros and the Hoods, respectively. The latter name is used in the final version for the main gang (Southside Hoods), which is split into two rival sets during the events of the game.
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Marty Chonks' Mission Strand[]
Marty Chonks' entire mission strand is missing from the script available in the Design Document, suggesting his character was a later addition. This is further supported by the LoveMedia.tv promotional website, where the Bitch'n' Dog Food brand is first mentioned after Donald Love's character creation.
The american.gxt
contains an unused text for a Pager message telling the player the location of Marty's phone missions, suggesting the idea of a "invisible mission boss" not marked in the radar was not intentional:
[MEAT1_A] A friend said you could fix some problems I got. Get to the payphone in Trenton if you think you can help.
Rockstar North's Wishlisted Missions[]
The Design Document also features a page full of ideas considered by Rockstar North/DMA Design for possible other missions.[96] More than half of the items were include as part of mission objectives and freeroam elements, except:
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Objective (as described in the Design Document) |
Note | ||
"Knock out power plant... start riot" | Power plant was removed from the game during development. | ||
"Rob a bank" | Introduction cutscene only, not an objective. "Getaway driver" is listed as a separate objective, which is used in The Getaway. | ||
"Rob Banks" | |||
"Deliver Pizzas" | First introduced as an oddjob in Grand Theft Auto: Vice City. | ||
"Recover a body from the rubbish dump... a limb at a time..." | This objective was never used in-game, nor can be done outside missions. | ||
"Gamble" | First introduced as an activity in Grand Theft Auto: San Andreas. May have been related to the illegal fight club intended to be introduced in the cut mission "One of the gang" for Toshiro. | ||
"Kidnap a baddie and take him out of town and shoot him" | According to the Design Document, the Cedar Grove mansions were designed for kidnapping jobs. | ||
"Kidnap rich guys daughter" | |||
"Stop a plane taking off..." | This objective was never used in-game. | ||
"Chase and destroy plane dodging in and out of moving jets" | This objective was never used in-game. | ||
"Kill a witness coming in off a plane with the FBI" | This objective was never used in-game. | ||
"Break into military base" | Military base was removed from the game during development. | ||
"Race on dirt tracks out of town" | This objective was never used in-game. | ||
"Deliver a music demo to a radio station. Hear it on the radio when complete." | This objective was never used in-game. | ||
"Pick your mum up from the hospital (see you're a nice boy really)" | This objective was never used in-game. Typical DMA Design humor of parents of GTA Protagonists interacting with them during gameplay. As the protagonist is new in town, this objective makes no sense for the final storyline. | ||
"Kill gang members playing basketball" | This objective was never used in-game. | ||
"Steal limo from showroom and get it home..." | This objective was never used in-game. | ||
"Use a funeral to lure gang members together then kill them all" | This objective was never used in-game, although the concept was later reused partially in Two Bit Hit in Grand Theft Auto: Vice City, and fully in Los Sepulcros in Grand Theft Auto: San Andreas. |
References[]
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