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Grand Theft Auto: San Andreas

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Title Screen

Grand Theft Auto: San Andreas

Developers: Rockstar North, TransGaming (Mac OS X), War Drum Studios (Mobile)
Publishers: Rockstar Games, Capcom (JP)
Platforms: PlayStation 2, Xbox, Windows, Mac OS X, Xbox 360, PlayStation 3, iOS, Android
Released in JP: January 25, 2007
Released in US: October 26, 2004, November 12, 2010 (Mac OS X), December 12, 2013 (iOS), January 7, 2014 (Android)
Released in EU: October 29, 2004


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
EnemyIcon.png This game has unused enemies.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


BugsIcon.png This game has a bugs page

And you were just a scroll away from being fired too...
Oh dear, I do believe I have the vapors.
This page contains content that is not safe for work or other locations with the potential for personal embarrassment.
Such as: Hot Coffee
Hmmm...
To do:
  • Need more documentation. GTAWiki is way ahead of us, more unused sounds and interiors and what not. This channel also has several videos on prerelease material and several poorly documented cut features. There's still plenty to find in this game.
  • Revisional differences - dunno aboot NTSC versions, but the two PAL ones I have are labeled as 1.03 and 2.01

Grand Theft Auto: San Andreas, the third game in the Grand Theft Auto "3D" era, was originally released in 2004 to high acclaim from both fans and critics, ultimately becoming the best-selling game on Playstation 2. With sales of over 21.5 million units across multiple platforms, it was also ranked as the 3rd best-selling game of all time in 2010. Even with how much is in the game, there's a huge amount of unused content within it as well as evidence of other features that were removed or changed during its development cycle. And in several cases, there's even content that's exclusive to one release of the game, intentional or otherwise.

Of course, one particular piece of unused content gained particular notoriety, leading to a massive (and also pretty dumb) controversy and a temporary Adults Only-rating by the ESRB, which, to put it simply, would have been very very bad for its sales if it kept the AO rating.

Sub-Pages

Read about notable bugs and errors in this game.
Bugs
SoundIcon.png
Unused Mission Related Text and Audio
With 100+ missions, there's bound to be some trimmed bits. Including whole missions.
SoundIcon.png
Unused Sounds
Sounds and non-mission dialogue that never got a chance to be heard.
GTASA-CSBFYST.png
Unused Characters
There's enough characters that don't show up to populate a whole new state!
GTASAPhoneIcon.png
Unused Textures
Some leftovers from the previous game, some a bit... out of place.
AreasIcon.png
Unused Interiors
With so many places to go to...some had to go!
Carts.png
Version and Platform Differences
Not only is every port different in some ways, but there are version differences on top of that, even for consoles. Welcome to the jungle.

"Hot Coffee"

The sequence in game

In the dating sequences of the game, you normally conclude proceedings by choosing to leave your girlfriend at her home or entering her house for "coffee", which is treated with a tasteful fade to black along with the sounds of intense coffee making. However, the development team had originally implemented another mini-game which allowed you to control what happened inside...

At one point in development, this feature was disabled with a simple flag due to time constraints that didn't allow them to simply remove it, meaning it ended up technically being in the final retail product. Because there was no outside knowledge of the flag, and thus the sequence was not available, this was not declared to the ESRB since there was no way of players being able to experience it through the normal course of gameplay.

Once the game was released and curious modders started to delve into the game files, however, that's when the coffee spilled. The animations, models, textures, sound files, and even the code for the sequence were discovered. It was not long before the flag to switch the feature back on was found as well, and thus the resultant Hot Coffee mod and controversy ensued.

You can use this little tool to patch your save game on any platform to switch the flag and thus enable this functionality.

Skateboard

How it would have looked, via a PC mod

Within the game files are textures, a model, a HUD icon, and related text for a skateboard item that would have acted as a combination weapon and vehicle. This feature was dropped during development but eventually made its way into Rockstar's subsequent game Bully.

The following text from the AMERICAN.GXT file describes how it would have been used. From the naming convention of these text strings, it can be assumed that the item would first appear instead of the bicycle when leaving Madd Dogg's mansion towards the end of the mission Madd Dogg's Rhymes.

To use the skateboard pick it up and select it from the weapons inventory items.
Press ~k~~PED_ANSWER_PHONE~ whilst over it to pick it up if your inventory is full.
To use the skateboard, select the it from your weapons inventory. Use the movement
controls to steer the skateboard. Tapping ~k~~PED_SPRINT~ helps you pick up speed and
~k~~PED_JUMPING~ makes you jump.

There are no animations or supported functionality to re-enable the skateboard as a true weapon and vehicle combination, although some very elaborate scripting can give the impression of it as a vehicle you can carry with you. Natively, it can be coded as a weapon (some of the original code remains in the DEFAULT.IDE and WEAPON.DAT files) provided it replaces an existing melee weapon as seen in this mod.

The game also alludes to an unused skateboarder pedestrian who would have likely used the skateboard along with dropping it on death. Only voice lines for this pedestrian exist in the files, whcih can be heard by assigning VOICE_GEN_WMYSKAT to any existing character in the PEDS.IDE file.

Big Bear

Hmmm...
To do:
Rip Big Bear's unused voice lines.

Big Bear himself is obviously not unused, present in a couple cutscenes in the game. However, there is plenty of leftover content from when he played a bigger role.

For starters, there are models of a much fatter Big Bear in both gta3.img and cutscene.img, presumably models that would have been used some time after Beat Down on B-Dup and after his recovery. There is another cutscene model named "csbigbear2", which is a copy of csblue3, which in itself is an unused homie model, and may have been a placeholder for Big Bear in more Families-appropriate clothing.

GTASA-BB.png GTASA-CSBLUE3.png

There is much more than unused models for Big Bear, however, as there are also many voice lines and mission dialogue/references that go unused, not only making his mitigated role even more obvious, but also implying he would have been recruitable in some way, with several lines regarding him being back with the Families and engaging enemy gang members.

(Source: Vadim M)

Cut Features

Several planned features were dropped at various points in development.

Mission Packs

Perhaps most spectacularly is the inherent native ability of the game to support additional content, in the form of Mission Packs. This appears to be an experiment by Rockstar and was perhaps the precursor to DLC. These would comprise of script files (the missions) along with another file containing the text strings required for that mission pack. The feature seems to have been planned for inclusion in the console versions as well, since text for loading and saving Mission Packs from the memory card exists.

Because no extra content was ever produced for San Andreas, this feature went relatively unknown for some time and is currently used as the basis of distribution for user created content with the Design Your Own Mission mod. A technical explanation of how this method works can be found at GTA Modding.

GTASAPS2-FIN MPACKExample.png GTASAPS2-FIN MPACKLoadConfirm.png GTASAPS2-FIN MPACKLoadScr.png
Please select which new game you wish to start:
San Andreas (standard game)
Mission Pack
Are you sure you want to start a new standard game? All current game progress in this Mission Pack will be lost. Proceed?
Are you sure you want to load a San Andreas Mission Pack? All current game progress will be lost. Proceed?
Loading Mission Pack Game. Do not remove memory card (8MB) (for PlayStation#2), controller, or reset/switch off the console.
Load failed!~n~~n~A memory card (8MB) (for PlayStation#2) containing the current Mission Pack is not inserted into MEMORY CARD slot 1. Please re-insert the current Mission Pack or start a new game.
Save failed! memory card (8MB) (for PlayStation#2) containing current Mission Pack is not inserted into MEMORY CARD slot 1. Please try again.
THIS LABEL NEEDS TO BE HERE !!!

Rusty Brown's Ring Donuts

Hmmm...
To do:
Get the icons if possible.

Rusty Brown's was meant to appear as an additional fast food location. The interior does actually make an appearance, as it was used in the cutscene for Burning Desire (the exterior building, funny enough, being of an entirely different donut chain). shopping.dat, which includes data for the shops in the game, has entries for the meal that could be purchased. Interestingly, Rusty Brown's received brand new menu icons in the remastered version of the game, where they still go unused.

	section Food
		#name,                  nametag,	stats to change,			        price
		burgerlow		BURLOW		calories	20	-	-		2
		burgermed		BURMED		calories	40	-	-  		5
		burgerhigh		BURHIG		calories	70	-	-		10
		burger_healthy	        BURHEAL		health		40	-	-		5
		clucklow 		CLULOW		calories	20	-	-		2
		cluckmed		CLUMED		calories	40	-	-		5
		cluckhigh		CLUHIG		calories	70	-	-  		10
		cluck_healthy	        CLUHEAL		health		40	-	-		10
		pizzalow		PIZLOW		calories	20	-	-		2
		pizzamed		PIZMED		calories	40	-	-		5
		pizzahigh		PIZHIG		calories	70	-	-		10
		pizza_healthy	        PIZHEAL		health		40	-	-		10
		rustylow		RUSLOW		calories	20	-	-  		2
		rustymed		RUSMED		calories 	40	-	-		5
		rustyhigh		RUSHIG		calories	70	-	-		10

	end

Furniture, Gifts, and Properties

shopping.dat also includes empty entries for furniture, gift, and property shops. While property can still be purchased, it is not done through a menu.

	section Furniture
	end

	section Gifts
	end

	section Property
	end

Unused text for the relevant stats also exist. "Girlfriend budget" combined with the Gifts entry above could mean that things such as the flowers and dildos could have been bought at these shops, since these objects can be used with girlfriends. Or at least, the flowers still can on account of...you-know-what being removed.

Number of furniture purchased
Furniture budget
Girlfriend budget

There are also 5 unused strings in american.gxt for what are likely furniture shops, since they all have FURN at the beginning of their names. The shops in question are Cheap Furn (FURNCHP), Tableau (FURNDES), Helmut (FURNEXP), Nice Idea (FURNIKA), and Homebuys (FURNMRF). The only store with any remnants left in the game are Tableau, which has a building with the name on it in Rodeo, Los Santos, and even then it doesn't actually have an entrance box anyway, meaning this feature was probably cut very early.

There are also some leftover strings in american.gxt under MAIN that imply you would have been able to buy electrical appliances at some point and likely put them in your house similar to the furniture. The strings refer to Arcox Electrical (ELEC1), Cheap Electrical (ELEC2), and Schnidt & Priss (ELECTRC), and there is also a building called Shafted Appliances in Las Venturas that actually has an entrance box behind a door, but no respective interior. It's also seemingly not listed along with the other three stores. Interestingly, there is an appliance brand present in future games known as Schmidt & Priss.

(Source: Vadim M)
(Source: Vadim M)

Drug Dealing

Drug dealing was planned at one point it seems. You can still talk to the drug dealers present within gang territories, but Carl will either bluntly ask them to go away or antagonize them outright when interacted with. Also of note is the decidedly anti-drug undertone of the game in general, with CJ and Sweet in particular wanting nothing to do with drug dealers in their turf, along with many missions in the game involving hindering the distribution of drugs in Los Santos and San Andreas as a whole, so this idea was likely scrapped early on.

Drugs budget
Amount of drugs sold
Amount of drugs bought

Safecracking

Possibly related to the burglary side mission, there are strings for a cut safecracking minigame. Text for the instructions and stat entries exist, as well as models for the safe itself. The safes actually still appear in game as "decorations" during certain missions, namely Catalina's burglaries.

Number of safes cracked

Safe
Instructions
Carefully rotate tumbler, listen closely for any clicking and pay attention to any irregular vibrating
left analog stick: Rotate
~x~ Enter Number
~t~ Exit

1st Number: ~1~
2nd Number: ~1~
3rd Number: ~1~
4th Number: ~1~
WRONG NUMBER!

Unused Code

GTA III/Vice City Features

As in GTA III and GTA Vice City, code exists (and works) for the use of Adrenaline pickups which allow you to perform feats of great strength in a slowed-down game world, but there are no such pickups in San Andreas (an "adrenaline effects" cheat exists to trigger this effect, however). Similarly, the code from GTA Vice City that gave the player a $50 Good Citizen Bonus for stopping criminals that were running from police exists in the game, but is not used.

In line with GTA III and GTA Vice City, there is also game code perfectly supporting 3 different types of Bomb Shops - "engine start", "timed", and "remote detonator". However, only the "timed" bomb type is present in the final game.

Homeless Ped Behaviors

An external script in the game code named HOME_BRAINS goes unused as it is not attached to any character in the game world. This would have created another character on the streets, a homeless bum, who would have behaved in any one of a random number of ways, including begging for money, sitting on the street, urinating or walking around drunk, drinking beer, and throwing up. A type of character called "BUM" can be defined in the PEDGROUP.DAT file, but this causes the game to crash.

Earthquakes

In the game's EXE, there's a string referring to an unused Earthquake "weather" setting called "CWeather::Earthquake" that is always set to 0. Increasing the number will cause your car to shake more and more violently the higher it's set, and setting it high enough will cause CJ as well as pedestrians to "shake" in a very very glitchy manner. Other cars will not shake until bumped into or shot at, and parked cars will slowly float upwards for some reason.


(Source: Vadim M)

Flammable Oil

There is another string in the game's EXE called "CShadow::GunShotSetsOilOnFire". While there's not really any oil to speak of in the game outside of explosive barrels, this can be applied to a blood puddle which will make it light on fire upon shooting near the puddle. The puddle will disappear upon doing this, and the emerging fire will also go away shortly after. There are also two opcodes present named CREATE_OIL_PUDDLE and REMOVE_OIL_PUDDLES_IN_AREA, the first of which does nothing, and the second of which is used in the beginning of the mission New Model Army for unknown reasons.

Of note is that some cut dialogue for the mission End of the Line has Sweet mention the fire truck dropping oil.

(Source: Vadim M)

Sniper Rifle and Rifle Skill Levels

In weapon.dat there are strings for the game's two rifles with disabled stats, which would have meant that they could be leveled up like most other weapons in the game. As it is, the game seems to only use the second level's stats.

#$ COUNTRYRIFLE		INSTANT_HIT	50.0 100.0	357	-1		6	sniper		1	 75		0.7  -0.05  0.2		0  0	0.75 1.0 	 6 17  7	 6 17  7  99	A018
$ COUNTRYRIFLE		INSTANT_HIT	55.0 100.0	357	-1		6	sniper		1	 75		0.7  -0.05  0.2		1  300	1.0	 1.2 	 6 17  7	 6 17  7  99	A008
#$ COUNTRYRIFLE		INSTANT_HIT	60.0 100.0	357	-1		6	sniper		1	 75		0.7  -0.05  0.2		2  999	1.25 1.3 	 6 17  7	 6 17  7  99	A038

#$ SNIPERRIFLE		INSTANT_HIT	40.0 100.0	358	-1		6	sniper		1	 125	0.7  -0.05  0.2 	0  0	0.75 1.0 	 6 17  7	6  17  7  99	A014
$ SNIPERRIFLE		INSTANT_HIT	50.0 100.0	358	-1		6	sniper		1	 125	0.7  -0.05  0.2 	1  300	1.0	 1.0 	 6 17  7	6  17  7  99	A014
#$ SNIPERRIFLE		INSTANT_HIT	60.0 100.0	358	-1		6	sniper		1	 125	0.7  -0.05  0.2 	2  999	1.25 1.0 	 6 17  7	6  17  7  99	A014
(Source: Vadim M)

Jetpack in Inventory

In weapons.dat, there is a string that seems to imply the Jetpack would have counted as a "weapon" at some point (or more accurately, something in your inventory). It is grouped with the nightvision and infrared goggles.

$ NIGHTVISION		USE			70.0 100.0	368	-1		11	goggles		0	 0		0.0   -0.0  -0.0    1  0	1.0	 1.0 	10 99 11	14 99 15   0	0
$ INFRARED			USE			70.0 100.0	369	-1		11	goggles		0	 0		0.0   -0.0  -0.0    1  0	1.0	 1.0 	10 99 11	14 99 15   0	0
#$ JETPACK			USE			25.0 25.0	370	-1		9	null		1	 0		0.0   0.0   0.13    1  0	1.0	 1.0 	 0 10  3  	 0 10  3  99	0
(Source: Vadim M)

PC 2-Player Mode

Residual coding from the console versions of the game means that code exists in the PC version that allows 2-players to play against each other at the pool mini game which can be found in the game's bars - this is disabled but is easily re-enabled through the games' proprietary scripting language in the MAIN.SCM and SCRIPT.IMG files. The PC version does not however support more than one simultaneous input method, so players have to take turns to play the minigame.

Insane Stunt Types

Although the code is present, an error in the game's internal scripting means that it is impossible to complete a Quadruple Insane Stunt, even though this can be done and the game supports it through the stats system. The game scripting also skips the portion of this code that allows players to be rewarded for completing Perfect Insane Stunts (Insane Stunts of any degree completed without causing any damage to the vehicle the player used). Both of these can be fixed with knowledge of the games' internal scripting language and the relevant tools.

QUADRUPLE INSANE STUNT BONUS: $~1~

Unused Weapons

III/Vice City Leftovers

In default.ide is a section mentioning "old removed weapon models". They seem to be Vice City leftovers.

# OLD REMOVED WEAPON MODELS
#332, screwdriver, screwdriver, null, 1, 50, 0
#337, hammer, hammer, null, 1, 50, 0
#338, cleaver, cleaver, null, 1, 50, 0
#339, machete, machete, null, 1, 50, 0
#351, buddyshot, buddyshot, buddy, 1, 50, 0
#353, tec9, tec9, colt45, 1, 30, 0
#355, ingramsl, ingramsl, colt45, 1, 50, 0
#358, laser, laser, rifle, 1, 50, 0
#361, M60, M60, m60, 1, 50, 0
#365, fingers, fingers, null, 1, 50, 0
#366, minigun2, minigun, null, 1, 50, 0

end

There is also a landmine that has been left in the game's files since III. While there is a TXD file, it has no texture in it.

GTASA-Landmine.png

(Source: Vadim M)

Unused Clothes

Hmmm...
To do:
Get the textures of these shirts. They are only present on the PS2 version apparently.

There are a decent amount of clothes in the game's files that go completely unused for unknown reasons, most of which are present in player.img, where all of CJ's skins and clothing goes.

Unless noted otherwise, all clothing listed here has a cooresponding model and texture.

CAPPOLICE

A simple black cap that says "POLICE" on it. May have gone with the police outfit obtained from dating Barbara.
GTASA-cappolice.png

CAPNBAND/CAPNBANDGANG

As the name implies, this is a cap and headband combo, with a mostly hidden headband under a cap. They are red and green respectively.
GTASA-capnband.png GTASA-capnbandgang.png

CAPOVERGANG/CAPOVERRED

Similar situation to the above, but with the band being over the cap this time! The green one has a weed-themed band, and the red one has a skull-themed band.
GTASA-capovergang.png GTASA-capoverred.png

The bandanas themselves are also unused, along with four other textures, giving this bandana 6 skins in total.
GTASA-bandanablu.png GTASA-bandanagang.png GTASA-bandanared.png GTASA-bandanaflag.png

CAPKNITBLK

An almost pure black texture for the Watch Cap. This can actually be seen in a pre-release screenshot.
GTASA-capknitblk.png

CAPGREY

A simple grey cap. There are versions for the normal, up, and backwards caps in the files (CAPGREY, CAPGREYUP, and CAPGREYBACK), but a "tilt" and "side" version are absent.
All three textures are exactly the same, so...pretend there's three of this on the page.

FEZ

It seems Carl would have been able to wear a fez, as there is a texture with the name FEZ, but it's merely a copy of CAPOVERRED. There is also no equivelant model present.

VISOR

A green-rimmed visor, nothing more or less. Only a texture is present.
GTASA-visor.png

GLASSESX

Jokey glasses with a red-and-white circle pattern in the lenses and "X-RAY VISION" written above them.
GTASA-glassesx.png

SHADESBLK

Generic black shades. Only a texture remains.
GTASA-shadesblk.png

DUSTMASK

A N95 dust mask (different from the masks worn by some enemies in End of the Line). Only a texture remains.
GTASA-dustmask.png

SHIRTBBLUE

A blue button-up shirt.
GTASA-shirtbblue.png

TSHIRTMERCWHT/GRY/RED

White, grey, and red Mercury shirts. Curiously, only the white variant has the word "Mercury" on the back, and grey is the only one with it on the front.
GTASA-tshirtmercwht.png GTASA-tshirtmercgry.png GTASA-tshirtmercred.png

TSHIRTPROWH

A white shirt with an orange ProLaps logo on the front and a black ProLaps symbol on the back.
GTASA-tshirtprowh.png

HOODYB

A dark grey Rockstar hoody. Interestingly, this actually uses its own unused blockier looking model, separate from the other hoody models. Textures are not compatible with each other, particularly the Rockstar text, as it will get distorted if it's on the wrong model.
GTASA-hoodiebmodel.png GTASA-hoodyb.png

TRACKTRBLUSTR

Almost identical to the used version of the track pants, but with a blue streak instead of a white one.
GTASA-trackTrblustr.png

LEGSBOXERSWHT

Pristine white boxers that don't quite match any models oddly.
GTASA-legsboxerswht.png

LEGSPANTSGREY

Some grey boxers with slightly more defined features than the in-game boxers. The model's legs are slightly shorter than CJ's legs in-game as well, and the legs in general have a different look, possibly meaning this is from an earlier model of CJ.
GTASA-legspantsgrey.png

HITOP

Brown hitops, featuring a unique model that goes unused in the game otherwise. These are actually featured in several pre-release screenshots as well. Like the grey boxers, they don't match CJ's final model very well.
GTASA-hitopmodel.png GTASA-hitop.png

SHOESSANDAL

Black sandals and white socks. What a tragedy that they've been cut.
GTASA-shoesandal.png

(Source: source needed)

Unused Vehicles

Bloodring Banger B

GTASA-BloodrB.png
Seemingly a Vice City leftover, another version of the Bloodring Banger is present in gta3.img. This was likely used as a placeholder for the Bloodring Banger actually used in-game. All that remains of it is a model (with a glitched interior) and a handling line.

FBI Truck

GTASA-FBITruck.png
Even though it's called FBI Truck in its DFF/TXD and in-game name, a few references make this vehicle seem like it was supposed to be used by the SWAT, including an entry in the BradyGames strategy guide showing an earlier version of this truck with a mounted gun, claming it's "for SWAT members only". There are SAPD POLICE markings on it, and the cop radio addresses it as a Police Van, like the Enforcer. Unlike the Bloodring Banger B, this car is fully functional.

FBI Car

GTASA-FBICar.png
Another cut FBI vehicle is the FBI Car from GTA Vice City, completely redesigned. The overall look of this vehicle would be recycled for the LVPD police car, but some interesting notes about this car is that the siren is located in the back, there are lights on the grille, and it still uses the VCPD police car interior from Vice City. It only exists as a model located in cutscene.img which would mean it would appear in at least one cutscene. It's unknown if this car would have made an appearance in-game or not.

Rancher (Lure)

GTASA-RnchLure.png
A copy of the Rancher known as "rnchlure" exists. It's the same as the normal Rancher, but the windows are heavily tinted to obscure the occupants and can't be tuned at all. It can't be obtained by normal means, but can be acquired through a in-game cheat. Note that in the mission Lure itself, a normal Rancher is used.

RC Cam

GTASA-RCCam.png
A very odd "vehicle" that, despite the name, is neither an RC nor a camera, but a drivable flowerpot. It can only be spawned with trainers/mods, and it's a very small two-door "car" that will go through other cars. Otherwise, it operates like any other vehicle.

(Source: Vadim M)

Unused Text

The MAIN bank in the AMERICAN.GXT file contains the main bulk of the in-game text, while the mission text is separated into their own. The following text in particular is taken from the original PlayStation 2 version.

Placeholder names for the radio stations. Notably, K-Rose seems to not have been added at this point, with an "early rave" station in its place.

CLASSIC ROCK 
DISCO FUNK
RARE GROOVE
HOUSE CLASSICS
EARLY RAVE
NEW JACK SWING
CLASSIC HIP HOP
MODERN ROCK
REGGAE
MODERN HIP HOP

No caller is ever specified, but there is text for when any of the girlfriends are calling.

It's a call from Denise. Press ~K~ to answer your cell phone.
It's a call from Michelle. Press ~K~ to answer your cell phone.
It's a call from Helena. Press ~K~ to answer your cell phone.
It's a call from Barbara. Press ~K~ to answer your cell phone.
It's a call from Katie. Press ~K~ to answer your cell phone.
It's a call from Millie. Press ~K~ to answer your cell phone.

Text reminding you that Cesar's and Catalina's missions must be completed. While true, it's never used since you have to first complete the missions for any new missions to appear on the map.

~s~You must complete the Catalina missions.
~s~You must complete the Cesar missions.

Leftovers from the previous two games

Highest score for Shooter
Best Percentage of hits for Shooter
Number of drug deals made
Highest score with Keepie-Uppy beach ball
Hotring Best Result
Fastest time in Hotring
Fastest lap time in Hotring
~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
Bling-bling Scramble:
Most checkpoints
Gang Cars Totaled:
Diablo destruction
Mafia Massacre
Casino Calamity
Rumpo Wrecker
Hidden Packages found

Greetings from...
WELCOME TO

Trails

KILL FRENZY PASSED!

NETWORK PLAY
SELECT CONFIGURATION
HOST GAME
JOIN GAME
PROTOCOL:
HARDWARE:
ISP NAME:

Gridref.dat

##################################################
# gridref.dat                                    #
# stores which artist deals with map grid areas. #
# These names must be the artist's user id       #
##################################################

# these names MUST!!!! be the artist's bugstar userid any questions see Alex !!!!!!!!!!

A1	GARY
A2	GARY
A3	GARY
A4	GARY
A5	WAYLAND
A6	WAYLAND
A7	WAYLAND
A8	STUARTM
A9	STUARTM
A10	STUARTM

B1	GARY
B2	GARY
B3	GARY
B4	GARY
B5	WAYLAND
B6	WAYLAND
B7	WAYLAND
B8	STUARTM
B9	STUARTM
B10	STUARTM

C1	STUARTM
C2	STUARTM
C3	STUARTM
C4	GARY
C5	WAYLAND
C6	WAYLAND
C7	STUARTM
C8	STUARTM
C9	STUARTM
C10	STUARTM

D1	STUARTM
D2	STUARTM
D3	STUARTM
D4	STUARTM
D5	STUARTM
D6	SCOTT
D7	STUARTM
D8	STUARTM
D9	STUARTM
D10	STUARTM

E1	STUARTM
E2	STUARTM
E3	STUARTM
E4	STUARTM
E5	SCOTT
E6	SCOTT
E7	STUARTM
E8	STUARTM
E9	STUARTM
E10	STUARTM

F1	STUARTM
F2	STUARTM
F3	STUARTM
F4	STUARTM
F5	SCOTT
F6	SCOTT
F7	SCOTT
F8	NIK
F9	NIK
F10	NIK

G1	ADAMC
G2	ADAMC
G3	ANDREWSO
G4	ANDREWSO
G5	SCOTT
G6	SCOTT
G7	NIK
G8	NIK
G9	JIMA
G10	JIMA

H1	ADAMC
H2	ADAMC
H3	ANDREWSO
H4	ANDREWSO
H5	SCOTT
H6	SCOTT
H7	SIMONL
H8	STEVEM
H9	STEVEM
H10	STEVEM

I1	ANDREWSO
I2	ANDREWSO
I3	ANDREWSO
I4	ANDREWSO
I5	SCOTT
I6	SCOTT
I7	SIMONL
I8	SIMONL	
I9	STEVEM
I10	STEVEM

J1	ANDREWSO
J2	ANDREWSO
J3	ANDREWSO
J4	ANDREWSO
J5	SCOTT
J6	SCOTT
J7	JIMA
J8	JIMA
J9	STEVEM
J10	STEVEM

# -eof-

This dat file is found in the data folder. It is a list of which environment artists are responsible for which portions of San Andreas, as split up in a 10x10 grid. The list includes each artist using their Bugstar ID, with Bugstar being Rockstar's internal bug and defect tracking software. This is a list used with debug builds and internal tools to automatically assign a newly created environment bug to the artist responsible for the area it was found in, which is why it is important for the file to use correct Bugstar IDs. Below is a list of the Bugstar IDs used in the file and who they map to.

Bugstar IDs

ADAMC - Adam Cochrane (Lead Artist: Las Venturas)

ANDREWSO - Andrew Soosay (Artist: Las Venturas)

GARY - Gary McAdam (Lead Artist: San Fierro)

JIMA - James Allen (Artist: Los Santos)

NIK - Nik Taylor (Lead Artist: Los Santos)

SCOTT - Scott Wilson (Artist: Countryside)

SIMONL - Simon Little (Artist: Los Santos)

STEVEM - Steven Mulholland (Artist: Los Santos)

STUARTM - Stuart Macdonald (Artist: Countryside)

WAYLAND - Wayland Standing (Artist: San Fierro)

Developer Oversights

Like many games of this scale, there are a myriad of discrepancies and errors present. Nothing game breaking (for the most part), but still annoying to see.

  • The CHOPCOPX texture shows up on the bike officer's gibs when he gets chopped up by the helicopter in the mission Reuniting the Families.
  • Kendl's in-game model is completely different, being identical to BFYST, except the 81 is grey instead of purple. This may be her old design, as this model also shows up on a picture in CJ's house featuring Sweet's old design.
  • WMYLG, a blonde male lifeguard, does not spawn on any beaches due to not being listed in pedgrp.dat, but he does show up in the Cobra Martial Arts Gym...for some reason. He'll also rarely show up in the Vigilante side mission due to it pulling random peds from peds.ide to be the criminals.
(Source: https://www.youtube.com/watch?v=GDAdoBRB4As Vadim M)
  • The pimp in San Fierro, BMYPI, is completely silent in-game due to a simple spelling error for his voice bank (BMYPI instead of BYMPI).
(Source: https://www.youtube.com/watch?v=O6RZQRbTGHo Vadim M)
  • Similarly, WMYSGRD, a security guard ped, is also silent due to a voice bank spelling error (WMYSGRAD instead of WMYSGRD).
(Source: https://www.youtube.com/watch?v=FKiM5_oVYRI Vadim M)

Regional Differences

Japan

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

The Japanese release is based on the second version of the game, and on top of removing Hot Coffee and inheriting any fixes in that version, it also features these additions/changes:

General

  • Two new screens have been added to the intro movie, one warning the player that the game is made for people 18 and older, and another screen mentioning Capcom published and distributed the game.
  • In the menus, instead of X being used for selecting and triangle being used to go back, circle and X replace their functions respectively. Also, triangle is used to place a waypoint on the map instead of circle.
    • The "game", "brief", and "stats" menu options are now "system", "log", and "records".
International Japan
GTA SA menu for (PS2 INT).png GTA SA menu for (PS2 JP).png
  • When completing a mission, "Mission Passed!" is now "Mission Completed!", and "Respect +" is "Respect Up!"
  • Activating a cheat will simply have the notification say "ON".
  • Several names of locations have had their names simplified, such as Madd Dogg's Crib being called Madd Dogg's Mansion, or Wardrobes being called Closets.
  • One of the most obvious and game-altering changes is that pedestrians will no longer drop money on death. They will still drop weapons, however.
  • Shooting a pedestrian will immediately give you a one-star wanted level, no matter where you are, and even if they're already dead. The normal rules still apply for running people over or using melee/alternative weapons, however.
    • This causes the star counter to freak out during missions that disable wanted levels, constantly giving and taking away one star.
  • You can no longer stay locked onto someone you've killed. Peds also no longer move when you stomp on/shoot their corpses, and they can not be beheaded.
  • You can no longer stomp on pedestrians that are on the ground, making melee fights last longer than they probably should. This also applies to melee weapons like bats and knives.
    • In fact, all special ground-based moves from gyms have been removed, with the coaches skipping over them entirely, meaning CJ can never use his legs in a fight at all.
  • The splat sound used when running over people has been removed.
  • The Total Legitimate Kills stat has been removed.
  • CJ as well as pedestrians will no longer scream in pain when on fire.
  • The Combine Harvester will no longer spit out gored limbs if you harvest a pedestrian.
  • Many references to sex shops have been removed, leaving them simply called..."SHOP" in most cases. There is a single Sex Shop in Las Venturas that was left unchanged, and it can clearly be seen in Madd Dogg on top of that.
  • The painting of Candy Suxx in some Safehouses has been replaced with a picture of some palm trees. One was left over in the "adult shop", however.
  • When having sex with a prostitute, she will not moan. The car will still shake violently, however.
    • Oddly, any implications of sex with girlfriends are entirely removed, even the screen shake.
  • Strip Clubs are now just Clubs. But in name only, nothing else was changed.

Missions

  • Several missions that involve killing innocent civilians for one reason or another now have them be affiliated with the Ballas inexplicably. Senseless killing bad, but senseless Balla killing good.
  • Many references to drugs in general are removed from the game, including Tenpenny's bong and Rosenberg doing cocaine, sometimes even changing the camera angle of a cutscene to make it easier to truncate these references. Ironic considering how often the protagonists already disapproved of hard drug use. This also indirectly changes the direction of the game's story in some cases.
  • The 7th Quarry mission sees Carl disposing of a "mannequin and fake cop bike you used to deceive the enemy" as opposed to a dead cop and his bike. The 4th mission was removed entirely, however it can still be loaded manually, and the subtitles prove they tried to change it to be compliant with Sony's demands, changing it from burning bombers to burning their belongings/evidence...but you still end up burning the bombers themselves. It was probably more trouble than it was worth trying to replace the models in the end.
  • The mission Madd Dogg will keep the camera far away as Dogg jumps from the building into your car's boxes. It also removes the blood spurt from his landing.
  • The Pimping side mission has been removed altogether. Once again, they did try to change it by having the prostitutes be "temporary workers"...
    • Even stranger is Jizzy's mission that's almost exactly like this side mission is left completely intact minus some small subtitle alterations, such as referring to prostitutes as just "girl" or "woman" and the rival pimp just pretending to be a pimp. Most amusingly, the punters are simply called "assholes" in the subtitles.
  • Near the end of the mission Reuniting the Families, the scene that shows the bike cop getting chopped up by the helicopter cuts away just as it's about to happen. It still plays the slicing sound oddly.
  • The intro cutscene for Gone Courting cuts to gameplay after Carl enters Catalina's house, removing the sex/torture sequence entirely.
  • The second cutscene in the mission Jizzy replaces the pole dancing stripper with a normal prostitute model.
  • Two Rampages in Los Santos and Las Venturas were disabled since their goal was to kill random pedestrians (the LS one did try to change it by saying to kill enemies instead, but not the LV one). Rampages that involve destroying cars/bikes, of course, specify that they're "enemy gang" vehicles while still having ordinary pedestrians driving said cars. Stats related to all rampages were also removed.

Interestingly, in 2011 Take-Two released a new "Rockstar Classics" version of the game which is identical to the original Japanese release, except there is less censorship overall (Strip Clubs are still called Strip Clubs, the Crack Den is still a Crack Den, etc.). The particular build used was actually one that was a few weeks older than the original release's.

(Source: Vadim M)

External Links