shadows
- "hard" polygonal (ovalular masks on lower setting): character, NPCs (blob only?), objects (billboards, bridges, palm trees, power/phone poles/lines, stop-/streetlight poles, etc), vehicles (multiple depending on light sources?);
- in-texture: bridges, buildings, columns, piers, safe house furniture (some), train tracks
- dynamic: palm trees, power/phone lines, etc move with sun and cover/darken character/NPCs/objects
- texture: 16-/32-bit depth
- filtering: bilinear
- mapping: bump, environmental (vehicles)
- decals: blood puddles, footprints, tire skids/tracks
- transparency: fire, floors, glass, light beams, LOD object fading, smoke, steam, tire skid marks, weapon fire tracers
- other: location-specific NPC body damage (limb falls off?, blood spurts), skeletal animation, skin
player character
- character: Carl Johnson (gangster)
- body shape adjustment: fit/fat, lean/muscular
- changeable clothes/accessories: chains, hats, jackets, pants, shades, shirts, shoes; bandito?, cop?, croupier, gimp suit, pimp suit, valet
- customizable: haircut, clothing/accessories
- footstep sound: dirt/gravel, grass, pavement, water, wood
- hunches over and heaves to catch breath after running
- in-vehicle: looks behind when backing up, shuts vehicle door if it comes open, turns (+ leans up depending on vehicle) to aim/shoot gun, turns steering wheel
- needs to eat/drink or loses fat/health/muscle; if eats too much, gets fat and moves slower
- makes comments
- professions: ambulance/firetruck/limo/taxi/truck driver, entrepeneur, farmer?, gangster, robber/thief, thug, valet (vehicle parker)
- turns head: to look at people/vehicles, when looking behind
- yells, rubs eyes, and crouches if fire extinguished
- other: lung capacity, respect, sex appeal, skills (vehicle, weapon), stamina
- moves
- climb/grab/hang/pullup/vault, crouch, hit/shoot, jump, run, sneak (crouch-walk), sprint, strafe, swim, walk
- freefalling/parachuting: dive, left/right, slow
- turn/shoot: turret (tank only?) & water nozzle (fire truck only)
- vehicle: bunny hop (bicycles), honk horn (+ hold for different sirens on some vehicles), lean back/forward (2-wheel vehicles only), look left/right/back/all around (mouse), raise/lower forklift/hydraulics (some vehicles), set spikes (1 mission only?), shoot left/right (Uzis only)/forward (2-wheel vehicles only), shut door
- other: girlfriends (give gift, kiss), minigames (car bounce, dance), swipe keycard
- view: 1st-person (camera, in-vehicle, scoped rifle), 3rd-person (multiple camera angles: 4 zoom levels, cinematic)
- pan: keyboard/mouse (depending on view)
- zoom: keyboard; 5 levels (3rd-person), continuous (camera, rifle scope)
- other: thermal goggles (IR)
level/world design
- # levels: 1 state, 3 cities (100+ missions)
- location: San Andreas, 1992; urban/rural--like a combination of Los Angeles (Los Santos) and San Francisco (San Fierro), California; and Las Vegas, Nevada (Las Venturas); more info
- cutscenes: between/during missions ("inter-/intramissions"), building/room transitions
- full-motion videos (FMVs): intro
- level editor: no
- linear progression: some
- environmental interaction
- break: ATMs, benches, billboard (cutscene only once?), bottles, bus stops, cardboard boxes, cash registers (some), chairs (patio lounge), construction lights/sawhorses/trailers (some), crates, doors (some), drive-in theater speaker poles, fast food bags/cups (some), fences (metal: chainlink, paneled, pipe; wood: picket, slat, etc), garbage bags/cans, generators (2 missions only?), glass windows (some), grates, injection molding machines, keypads, ladder, menus, padlock, pallets, parking (lot gate barriers), poles (cliff marker, lifering, stop-/streetlight, street-/various sign), potted plants, propane tanks, railroad crossing barriers, rocks (some), safe (1 only?), shooting range targets, (some), tables (cafe, picnic; + umbrellas), trees (some), vehicles, wall (1 mission only?)
- drive/fly/control: cranes (magnet, wrecking ball) - raise/lower, rotate/move; jetpack; vehicles - bicycles (BMX, old-school, mountain), boats (coast guard, fish, police, race/speed, schooner), bulldozer, cars (luxury, sedans, sports, station wagons, etc), combine harvester, dump truck, dune buggies (2 kinds), forklift, golfcart, helicopters (military, modern, old, police, sea), lawnmower, motorcycles, motorhome, planes (biplane, cropduster, full-wing dodo, learjet, old military, passenger prop, sea), quadbike, RC vehicles (car?, helicopter, biplane), streetsweeper, tank (miltary?, SWAT), tractor, trucks (monster, moving/transport, pickup, semi, tow, etc), vans
- knockover/move/push: airplane staircases, barrels (some), benches, construction cones/sawhorses, doors (some), dumpsters, fire hydrants, garbage bags/cans, gas pumps (some), mailboxes (home only?), newspaper vending machines, pallets, recycle bins, shopping carts, stop-/streetlight poles (+ dent?), tables (cafe, picnic)?, tractor attachment, vehicles; see breakable objects
- play: arcade/video games, basketball, gamble (betting machines, blackjack, roulette, slot machines, video poker, wheel of fortune), pool
- ride: cable cars, escalators, trains, vehicles
- throw: ammo crates from train, packages from bike, pizza boxes from pizza delivery scooter?
- other: bump trashbags to stir flies, buy (clothing/accessories, food, haircuts, real estate, vehicle mods), command gangsters, driving/piloting school, jump out of moving vehicles, modify vehicles, parachute, pick up people on bus?, raise/lower: dump truck bed, winch (towtruck, tractor); rob houses/stores(?), searchlights stop moving and go dark when shot (container ship only?), steal cars (carjack), train derails if too fast around curves, workout (bag, box, exercise bike, treadmill, weights)
- outdoor landscaping/terrain design: outdoor, indoor; LOD; see location
- puzzles: blow up things, get to places, kill people, put out fires (in firetruck, with fire extinguisher), race, retrieve items, transport people/objects
- traps/hazards: explosions, falling, fire, getting hit/shot
weapons: baseball bat, baton (police), bazooka, brass knuckles, cane, chainsaw, double-headed dildo, fire extinguisher, fists/feet, flamethrower, flowers (thorned roses?), golfclub, grenades, guns (9mm, AK-47, MP5?, pistols, rifles, submachineguns, Uzis), hammer?, katana, knife, meat cleaver?, Molotov Cocktails, pool cue stick, screwdriver?, shovel, spraypaint
- bullet shells: eject, fall, hit surface, and disappear
- tracers
- shoot forward on 2-wheel vehicles
other
- enemies/animals: humans, non-threatening (dolphins, eagles, seagulls, turtles)
- AI
- pedestrians
- attack when attacked
- catch fire
- cops: throw out spike traps to pop character vehicle's wheels?
- drug dealers: ask if character wants to buy
- gangsters: approach character (friendly or hostile depending on standing/rep), drink/smoke, fight/shoot character (on-foot and in-vehicle) and rival gangs, greet/talk to each other
- get into fights
- look at dead bodies and exploded vehicles
- jump out of vehicle's way (horn causes earlier reaction)
- make comments: character appearance, driving, etc
- prostitutes: approach vehicles, ask if character wants a good time, get in (if yes), and increase health (and money if character at max pimp level)
- run away and scream when gunshots fired
- running into on-foot causes them to stumble or fall (rarely)
- sit down, look around, and stand up
- steal vehicles
- yell, rub eyes, and crouch if fire extinguished/spraypainted
- vehicles: catch fire (flipped over, pass through fire), get out of way or stop when siren nears, when shot at (speed up or stop and passengers get out)
- ambulance usually comes when someone dies
- fire truck sometimes comes when a vehicle is on fire
- inventory: ammo/weapons, keycards, thermal goggles
- sound: stereo, EAX (+ HD); doppler effect