This is Badger Goodger, and today we are going
to look at the hidden debug features which
were used to test GTA 3 in the past.
Before we go any further, I wanted to thank
Fire Head for finding and explaining these
interesting debug features to us so that we
could show them to you.
And I hope you don’t forget to thank him
either for the exclusive material you will
only see in this video.
Without any further ado, let’s finally start
discussing these debug features.
Before we get into the thick of it, do you
know what “debug” or “debugging” actually means?
To put it into simple terms, “debugging”
is the process of finding and resolving defects
or bugs within a game.
And to make it even easier for you to understand,
let’s look at the example.
Right now you are looking at the real debug
feature, which was used by the developers
to render object collision and hitboxes in
These elements represent an invisible layer
of the game which we don’t see, but that
we can nonetheless interact with by messing
around the game world.
Could you say that it was very important to
debug these elements at least visually?
That was the reason why they made and used this feature and here is an example how could do it. they
Some of you might already know that there
is this an invisible but solid object at the
gas station in Portland.
You can’t ram it nor you can go through
If you really want to, you can jump on it.
I guess we’ve all experienced similar bugs
in the past, and there isn’t much we as
the gamers can do about it.
But if you were a developer, then you could
just enable this debug feature and look around this place.
As you can see, someone put a collision box
Of course, it doesn’t make any sense why
it should be here meaning it is a bug.
And that, ladies and gentlemen, is a debugging
There is no doubt that gamers don’t really
need to have these secret development tools in their games.
Not to mention that the game sometimes uses
too many resources to process them,
wasting the performance for nothing.
As a result, the developers usually try to
remove debug functionalities from the normal version of the game.
They usually tested the game by making a special
“debug build” of the game,
which has tons of debug features to mess around with.
And speaking of a debug build…
In 2013, there was a lucky dude who had in
his possession and tried to sell an Xbox development kit
with the debug build of San Andreas.
Back then, no one had a clue if it was real,
nor did anyone know where he got it.
According to these unique screenshots he provided,
the game was filled with debug functionalities.
Just look at this screenshot!
Turns out, this “Render Collision Lines”
debug feature survived at least till the GTA San Andreas era.
Heck, if you are familiar with the official
Bradygames guide, then you will find this
yellow text very familiar as well.
Welp, this build was legit, I wonder where
it ended up going.
By the way, if you have a debug build or even
a beta build of GTA game in your hands, then
you can contact us and see if we can work
But since we don’t have such builds in our
hands right now, we’ll have to show you
what Fire Head managed to find in the final
version of GTA 3.
If you don’t remember or didn’t know,
GTA 3 was initially developed on the PlayStation 2 platform.
This is important, because the developers
used a special developer console by the name of “PS2 TOOL”.
You can occasionally see them on the old photos
of developer’s lairs in Scotland.
This special console combined both a PC on
Linux... and, of course, a PlayStation 2.
Both of these platforms had their own video
And hell, I can’t ignore the fact that this
dev console was huge.
Just look at the retail PS2, it is so small
in comparison with the PS2 TOOL.
Since the game was initially developed on
this console, the developers came up with a cool trick.
They used the first controller to play the
game while a second controller was used to debug the game.
Interestingly enough, we can actually activate this functionality even in the final version of the game,
and special thanks for this goes
By using the second controller, one thing
the developer could do is activate a special debug camera.
In other words, it is a free camera, which
allows you to fly around the map and go just about anywhere.
Just think about it, this is the official
camera hack in all its glory.
I bet the developers used it a lot during
their testing sessions.
Additionally, this camera allowed them to
teleport Claude at the camera’s current coordinates
as I’m showing you on this footage.
Thanks to this feature, we can appear, for
instance, in front of Sam Houser inside of
the Ammu-Nation he works at.
What can we do here?
Well, we can give him a high five!
So yeah, you can teleport yourself anywhere else and it will take you a couple of to do so.
I guess, it was very convenient to use it in the past.
The teleportations works even if you are driving
Thanks to this, you can now teleport yourself
into the car crusher and see what the game will do about it.
Welp, Claude will be recycled into a scrap
metal and the game won’t even crash.
I am 99% sure that the developers tried to
debug it in the past...
But the debug camera wasn’t the only option
available on the second controller.
The developer could also:
Speed up the time and test how the game changes
day and night cycles…
Change the weather...
And here’s a fun fact for you about that,
according to a different version we have,
the game could also reload a “timecycle”
And finally the developer could disable in-game
This is what a typical gamer can’t do unless
using a mod or a hack.
You don’t have to be a genius to guess that
they used these features not only to debug pesky bugs in the game,
but also to make some
juicy pre-release screenshots and trailers
for us by following these simple steps:
Activate the free camera...
disable the hud...
Make an interesting scene...
and voila, here is a good screenshot to share.
On the other hand, the developers sometimes
didn’t have a lot of fun debugging the game.
One of the features that they probably didn’t
have fun working with was “Process Slow Mode.”
If this special mode is enabled, then you
have to hold one special button on the second
pad to normally play this game...
BUT as soon as you release this button, the
game will freeze.
Starting from this moment, the game won’t
even allow you to trigger the pause menu leaving you stuck in a limbo.
Just press and hold that button again and
the game will allow you to play as if nothing
has happened until you release it again.
During the freeze, you can press another special button and the game will proceed just one frame.
It seems that the developers used this special
mode to analyze something frame by frame.
I guess it was very tedious job to do, but
no one said that all aspects of game development would be fun.
But anyways, don’t forget that this game
was developed with tons of missions and various tasks for us.
If you didn’t know, these elements are controlled
by the “game scripts”,
which are stored in “main.scm” file.
If a developer was given the task of testing
them, then he could make special “game scripts”
by adding an extra “debug” thread before
This thread enabled some extra debug features,
which could be triggered, once again,
via the second controller.
Thankfully for us, they left these compiled
scripts and their sources in the mobile port of the game.
So, what are we waiting for? Let’s take a look at them!
Right after you click on “New Game”, in
a couple of seconds you will appear in front
of Luigi’s club with tons of cash in your
If you didn't notice, there are no missions
on the map, but thankfully, these debug scripts
allow you to select any mission you want.
The game even shows you the mission giver
at the bottom of the screen.
When you select a mission, it doesn’t actually
start, but instead the game creates a marker
on the map so you could get there and trigger
Does this mean that the developers had to
use the debug camera to get there and step
on the mission marker to play?
Instead, these special scripts allowed them
to appear near these markers by teleporting
him forwards and backwards.
I guess they teleported Claude until they
appeared in front of the right place and only
then they selected the mission they wanted
Yes, it does seem goofy, but at least it worked.
Interestingly enough, as soon as you appear
on another island, the game will open all
roads leading to this island.
If you teleport Claude back, then the island
will be closed.
For some very strange reason, this option
is missing in the leaked mission sources.
What is more interesting is that there are
no “ROADON” and “ROADOFF” strings
in the game text files, which is a mystery.
If during a playthrough something went wrong,
then the developer could easily end Claude’s
misadventures by exploding his head.
This is how they could fail a mission.
And if the developer was driving a vehicle
and did this, then the game created a massive
explosion, which sets the car on fire.
Why should the developer continue playing
a mission, if he could just press this tricky
button combination and end it like that or
by exploding Claude’s brain?
Well, instead of just being able to end Claude’s
adventures, they also implemented some kind
of a god mode in these scripts, which they
could enable or disable on fly.
For some very strange reason, they decided
to reuse the same button that disables and enables the HUD.
As a result, it is pretty hard to notice this
feature if you don’t know about its existence in the first place.
In my honest opinion, this invulnerability
isn’t as good as you might think.
First of all, it won’t protect you from
the water, because the water is still dangerous for Claude.
Secondly, it won’t save you from an explosion while you’re sitting in a car, which is a shame.
On the other hand, you can easily mess around
with the missions without thinking about your
health status or worrying getting shot.
Furthermore, these debug scripts also allowed
the developer to enable and disable a special
“debug flag” in the game scripts.
When this flag was activated, the developer
could visually check coordinate zones and
involved entities in the mission.
In other words, thanks to this flag, you can
now, for instance, see how your partner 8-Ball
moves around the ship during the “Bomb Da
It’s no secret that it works quite simple.
You can also check if a help message appears
when you enter this invisible scripted zone.
Do you see that Misty is highlighted?
Well, that’s because she is used in this
mission as an entity.
As you can see, it was a good tool to debug
Fun fact, the variable which activates this
flag is called “debug crap” in the mission sources.
And there it is, folks, the true humor of
Rockstar Games in all its glory...
well, in this case, internal glory.
The developers also decided to implement an
interesting “cheat mode” in these debug
scripts, which they could enable or disable.
If this “cheat mode” was enabled then
the developer could trigger some additional
cool features like some kind of a slow motion.
I guess this feature helped them to make much
better screenshots and footage for trailers,
because why wouldn’t they use it in way?
Doesn’t this scene look cinematic to you?
What’s more interesting is the fact that
you can trigger slow motion even if you are driving a car.
In other words, everything looks epic in this
Don’t you agree?
Without any doubt, this feature looks cool.
However, when you activate it, the game physics
For instance, if you activated it while in
motion, then be prepared to experience this
strange bug, when the game shoots Claude out
with a huge force.
Luckily for us, there is a god mode, but without
it, be prepared to see wasted screen a lot.
Fun fact, it can happen with the peds too.
Just look at this thing!
It is kinda strange to see peds falling from
the sky or other messes that happen while
using slow motion.
Maybe these bugs occur due to the outdated
code, but who knows.
I also wonder if it was intended to ram cars
with Claude when you activate this mode.
If that was the case, then we can take a look
at these particles.
Usually you see them very briefly, but not
in this mode.
Moreover, you can take a look at the gun shells.
If it was intended as well, then the developers
could debug them in an interesting way.
What I like the most about this feature is
I bet the developers knew how to entertain
themselves while testing the game, because,
you know, debugging process is a boring thing
If the developer pressed another button, then
he could turn moving cars off.
It means that he won't see peds driving cars
around the city anymore.
Hell, now nothing can stop you from driving
recklessly around the city... apart from parked cars.
Just avoid them, if you can.
If they pressed that button again, then Liberty
City will be flooded with cars again, but
what was the point of implementing such an
option in the first place?
Let’s pretend that you are a developer and
you can’t concentrate on your work, because
these pesky drivers are whining and constantly
honking at you and getting in the way.
What you can do?
Well, just turn them off.
I wonder why they didn’t do the same with
the talkative peds.
Furthermore, thanks to these debug scripts,
the developer also had an ability to save
current Claude’s coordinates in a text file
with the name of “temp_debug”.
Cool thing is, the game stores them in rows,
meaning that the developer could leave some
notes after the coordinates and maybe pass this file to another dev so he could check these places.
At least I would do it like that.
If you thought it would be a cool idea to
have a vehicle spawner in these scripts, then you are totally right!
The developers have the same idea!
They could spawn or even despawn
any random vehicle they could get got.
Sadly, the randomization is clunky, but at
least it works.
If the game refused to load a vehicle, then
the game would display this text below.
As a result, the developer had to find what
was the cause of this problem, because it
shouldn’t be like that.
Fun fact, according to the mission sources,
the ability to recolour a spawned vehicle
was removed from these debug scripts.
Technically speaking, they disabled the code
from this feature in the sources meaning it
is possible to bring it back.
After compiling new version of these scripts,
this feature works flawlessly.
As you can see, the colour is totally random,
and I bet no one expected to see a blue Ambulance
in this clip.
If a developer turned “Cheat Mode” off,
then he would lose all additional debug features,
but at the same he would have received a new
ability to change the weather.
Technically speaking, it is the same option
as I showed you before, but this time, they
implemented it in a different way.
The game even shows you that the weather is
Furthermore, the game doesn’t reload the
I think it’s safe to say that it was an
alternative option to use.
Of course, the developers could debug in-game
missions by using many other different methods
and ways, but sadly, we don’t know about
them with one exception.
Thankfully for us, they forgot to remove the
“Debug Stuff in Release” function.
This strange thing basically returns on screen
the value of an opcode.
The first value in every single row represents
the number of an opcode, while the second
value returns either true or false.
For instance, by looking at this example we
can clearly see that the “IS_PLAYER_SITTING_IN_CAR”
opcode returned “True” and we can’t
argue with that.
But it would be bad if it returned false while
sitting in a car.
I hope you got the idea.
I don’t think that the developers would
have been required to constantly use these
full game scripts with debug threads in the
past, because there was no need to use them
if their goal was to check the map or something
In this case, I bet the developer used another
set of game scripts…simple ones... which,
thankfully, were left in mobile version of
the game with their sources.
Let’s take a look at them!
By using these scripts, the game spawns Claude on the famous Callahan bridge with two “Cheetah’s” nearby.
According to the mission sources, these “Cheetah’s”
are named as “test cars”.
They also decided to reuse the famous vehicle
spawner… this time with a fully working
Sadly, that’s pretty much it as far as what
you can do with these simple scripts, and
I guess there was no need to have the rest
of the features from the debug game scripts.
Fun fact: according to the mission sources,
the variable, which stores spawned vehicles
in memory is actually named “magic car”.
But that shouldn’t come as a surprise.
After all, this thing falls out of the sky
with the ability to change colours.
Can we say that it is an obscure Easter egg?
And lastly, the official name for these simple
game scripts is “Test script for Industrial Level”.
If you didn’t know, “Industrial” is
“Portland” where we are initially spawned.
And now be prepared for a mystery.
If you launch a retail version of GTA 3 on
PS2 TOOL, then you will notice that the game
still outputs formatted text on the second
This cool glimpse shows us that during the
game’s development, the developers used
the first screen to play the game, while on
the second screen they analyzed what exactly
the game loaded and how fast, which file it
opened, and other important stuff we don’t
Honestly, it’s strange that they decided
to leave this option in the final version
of the game, because your retail PS2 can't
even display this stuff.
On the other hand, if you play this game on
PCSX2 emulator, then this text will appear
in the output window.
But do you know what is so special about this
Well, there is an interesting Easter egg,
which only the developers could see.
If the game detected that in some “.ide”
file ped or car path coordinates repeated,
then the game would display the following
text on the second screen:
“Aaron is too chicken to eat meat!” and
then the game will show the place where they repeated.
It looks like someone made fun of Aaron Garbut,
who was the art director of GTA 3.
Was he a vegetarian back then?
If I had to guess, he probably didn’t like
this Easter Egg any more than he liked meat.
Don’t forget that this game is from 2001,
so it’s gonna have some blocky models and
Have you ever wondered where they could test
or debug them in real time?
Well, they could probably do it in this special
“AnimViewer” mode with a black background.
Within this mode, the developer could:
rotate the selected model…
zoom in or zoom out with a camera…
and play various ped animations.
More options from this mode are available
on Xbox version, where, for some reason, the
background isn’t black.
This is a bug, so just ignore it.
So.. in this mode, the developer also could
other ped models…
and other in-game models.
According to the code, if a developer selected a vehicle, he could reload the “carcols” file.
If you didn’t know, this file contains the
car colour data...
If a developer selected a ped, then, according
to the code, he could reload a file, which
stores ped animations.
Judging from the leftovers we have, this mode
definitely had more options in the past, but,
unfortunately, they were fully cut from the
final version of the game.
But hey, we are very lucky to even know about
Speaking of peds…
Did you know that the developers tried to
make complex A.I. in this game?
Yeah, that’s right!
And in order to debug it, they used this special
“PedText” feature, which displays above
all nearby peds their “state”, “objective”,
“personality” and even their “wait state” status.
In other words, thanks to this feature, the developers could see what the peds are doing or thinking about.
And if there was a bug in their behaviour,
then they could have fixed it using this.
Pretty cool, huh?
Of course, we don’t really need to know
this much information about their behaviour,
but I must note that the developers tried
their best to make their behaviour interesting and complex.
I guess we should say thanks to them for this!
Have you ever seen these mysterious screenshots
with “version 3.0” or “PR” labels in the past?
A lot of people thought that these screenshots were photoshopped, because these labels look kinda cheap.
Turns out, these screenshots are legit, because
there is a “Display Game Debug Text” function
in the game, which can display build version
of the game on the screen.
The retail PC version of the game, for instance,
is marked as “version 1.0”.
Thanks to this function, by using a tricky
combination on the second controller, the
developer could also activate this additional
debug line with Claude’s current coordinates
and a map zone where we are currently located
By using a slightly different combination,
the developer could enable a similar line,
but this time with the FPS counter.
This is a very strange choice of information
to display, but I bet the developers knew
more about what they needed to see to properly
debug the game with this function.
By the way, have you ever messed around with
the menu editor in the past?
If that answer is yes, then you might have
tried to bring this unused sub-menu by the
name of “Menu Debug” back to the game.
Sadly for you, these options don’t seem
to work anymore.
The thing you can enable by messing around
is this strange flickering effect.
According to the game code, this menu was
initially introduced in the PS2 version of the game,
and thanks to the other versions
that we have, we can finally show you what these options do!
Thanks to “Reload IDE”, the developer
had an ability to reload some sections in
“GTA3.IDE” file while playing the game.
However, the code from this option seems to
be outdated as it crashes the final game.
Thanks to the “Reload IPL” option, the
developer had an ability to reload some “IPL” files
and re-initiate some other things in
the game while playing the game.
If you want to know more about this option,
then it’s best to pause the video right now!
Unfortunately, this option crashes the game as well, and once again, you can blame the outdated code.
Fun fact: this function also tries to reload
unexisting IPL files, which are now missing
from the final version of the game.
Looks like in the early days the islands weren’t
divided into a few files.
I wonder when they decided to do that...
The next option in this menu activated the
already known “Debug Flag” in the scripts.
Looks like the developers could enable this
feature either in this menu or by using those
debug game scripts triggering this feature
from the second controller.
The “Big White Debug Light Switched” option
is one strange damn thing in this menu and
I will explain to you why.
If you activate this thing and use the debug
camera, then you will notice
a “Big White Debug Light” under the camera.
There might be a chance that the developers
used it to test how the in-game light will
spread or lie on the collision.
This is a great example where you can see
a difference between a model and its collision.
This would be a pretty strange thing to use
if you wanted to look around dark places.
Don’t you think so?
If this option was enabled in that menu, then
by pressing a specific button on the second
controller, the light will go off for a short
amount of time.
I guess that was the reason to name it “switched”,
but what was the point of doing it?
It’s a pretty strange thing.
If you turn “Show Ped” or “Car Road
Groups” ON in this menu, then the game will
highlight for you so called “treadables”.
The treadable is an object with “road”
Interesting thing is, the colour depends on
mysterious “FloodFill” parameter, and
you can read more about it by pausing the
According to the formatted text, the game
states that there are 87 FloodFill groups
for peds and only 4 groups for cars.
For some reason, the game lies by one unit,
but let’s look at the smallest group - the car group.
If you turn “Show car road groups” ON,
then we can clearly see a pattern in these groups here.
Everything that the game highlights in red
has car paths.
Everything else that’s highlighted in green
doesn’t have them.
That’s how we can distinguish between at
least two groups out of three.
The problem is, the pattern breaks in this
place, which is highlighted in a blue colour.
This is the same place that the formatted
text warns you about, because its car nodes
aren’t connected with nearby objects.
On the other hand, there are 86 FloodFill
ped groups, and as we know, there are only
7 colours, meaning that the colours repeat.
As a result, it’s pretty hard to distinguish
between similar objects.
But, this option isn’t completely worthless.
I noticed that in this place there’s a pattern.
As you can see, peds from the yellow zone
for the most part stay inside this yellow zone.
BUT peds from cyan zone can easily go to this
yellow zone and maybe get back to cyan.
It’s not known how the developers could
use this option to test the game, but I wanted
to say special thanks to aap and Nick007J
for the additional information about this option!
In my opinion, “Show Collision Polys”
is a dangerous option in this menu.
If you enable it, then the background will
immediately start flickering.
If someone in a development team suffered
from epilepsy, then it would be bad freaking
tool to visually check model collision with.
On the bright side, thanks to this tool, the
developer, for instance, could find holes
in the map, where the player can fall and
respawn nearby as I’m showing you now.
I guess that was the reason to implement this
annoying flickering effect, because despite
it’s seizuriffic effects it kinda helps
to spot these holes.
As you can see, the collision has different
These colours represent the type of surface.
As a result, the developer could also check
if it uses a proper surface type.
And I’ve gotta say, I find it very interesting
that this option only triggers the flickering
effect on the PC version.
I wonder if it was even intended or not...
According to the leftover code, the “Parse
Heap” option should have displayed information
about the memory load, which was dumped in
a text file with the name of “heap”.
It seems that the developers used this text
file to analyze RAM load during the play session.
I guess it was very important to do, because
PS2 has only 32 megabytes worth of RAM.
Sadly the "Show Cull Zones" option doesn't
work in any version we have, but fortunately
we know what it did in the past
thanks for this information goes to "aap"!
This option was meant to show statistics on
screen about how useful the zone culling is.
It was very important, because these special
zones help the game hide these places under
certain circumstances for a better performance.
If you didn’t know, they are located around
the entire map,
and you can see this in the map viewer made by “aap”!
It is kinda sad to find that the “Debug
Streaming Requests” option doesn’t work in this menu.
Judging from its name, this option could have
something to do with the streaming.
On the bright side, we are still lucky enough,
because some other versions have two streaming
debug features which we can activate with
the second controller.
When the developer triggered the first combination,
the game displayed to him a list of things,
which were loaded by the game during the resource
By triggering the second combination, the
developer could see a list, where the game
showed him what it was going to load.
Just know that it was very important to optimize
Thanks to the hard work of the developers,
we as the players don’t suddenly see a loading
screen when the game would try to load something
into the memory as if you had traveled from
one island to another.
Interestingly enough, if you take the first
mobile port of the game and connect a controller
to it, then you will be able to debug rendering
in this game.
For instance, you can disable the game’s
ability to render peds in this game and that’s
what the name of the “Dont Render Peds”
function says as well.
All that’s left of the peds are their shadows.
When you trigger the “Dont Render Objects”
function, the game will stop rendering objects
which are listed in “object.dat” file.
I bet you could guess this function just by
hearing its name.
It’s worth noting that when you disable
the ability to render something in the game,
it doesn’t mean that these things just vanish.
The game still loads them, but it doesn’t
waste any resources to display it.
The next function is called “Dont Render
Water” and this is what exactly it does in the game.
By using this feature, the developer could
do something like see how various objects
are placed under the water.
Pretty cool feature.
Sadly, the code from the “Dont Render Vehicles”
function seems to be outdated, because when
you trigger this function, you will notice
that the game stops rendering boats, but not
the rest of the vehicles, which is strange.
Here is a cool tidbit for you.
If you enable this feature and enter the boat,
you can imagine that you are a flying dutchman,
or maybe on an invisible waterski.
It is pretty funny to see that you are operating an invisible boat making bubbles and waves behind.
Maybe they would use this to debug those,
The next function on our list is “Dont Render
Buildings” and this is what exactly it does
in the game as well.
Technically speaking, the word “buildings”
in the code mean “static map objects,”
so don’t mix this up with other objects
like LODs or anything else where the rendering
can be disabled by using other combinations.
What can you do with this?
Well, I noticed that if you enter a car and
drive, then you can see how the game activates
low polygon models, or to simply put, LODs,
in the distance.
I guess this feature could be used to debug
them in the past.
The next function disables the ability to
render so called “Big Buildings”.
This is what the developers called previously
mentioned LODs in the distance.
I assume that the developers could use this
feature to see how the game loads static map
objects, but who knows.
I wonder why they loved the word “building”
Interestingly enough, you can actually disable
the game’s ability to render every single
thing which we already talked about in the
If you did that, then enjoy the emptiness.
Honestly, it’s interesting to drive around
the city at night when the game looks like this.
Just look at these strange reflections and
light sources in your way.
You know, it might give you a small clue to
understand how this game was made.
It was kinda intriguing to spot another feature
with the name of “Aarons LOD Multiplier”
near the “Dont Render” functions.
I wonder if this was coded by the same guy
who was “too chicken to eat meat”.
Sadly for us, Aaron’s feature doesn’t
work in the final version of the game, but
there might be a chance that the developers
used it at one point to set a proper view
distance at least on the consoles in the past.
Back then, everyone had the same hardware
and it was easy enough to test it in real time.
Did you know that this game has very complex
I won’t explain why, but I want to note
that it was very important to debug it in
real time by using this “Display Path Data”
function, which you see on your screens right now.
Just know that properly coded paths mean that
the streets will be properly flooded with
peds and cars without seeing abnormal things
in their trajectories.
Of course, it was also possible to spot empty
places on the map, meaning that the developer
could fix them.
It is also possible to see where ped paths
end like here…
...or to check “dummy” places like here.
Despite the fact that you see ped paths here,
they won’t appear here because the peds
are disabled by the script.
If they were enabled, then the player would
notice that the peds act here very strange.
Not to mention that the game spawns them behind
Starting from PC port of the game, the developers
decided to implement another submenu.
This time, they decided to call it “Debug
Menu” and once again you can bring it back
by using the menu editor.
Yet again, you will be upset to know that
nothing works here on PC, but thankfully,
other versions can give us a clue what these
options could do.
By setting the right button for “Toggle
Pad Game/Debug” and pressing it, the first
controller could become the second one.
I guess the developers knew that there was
no reason to use two controllers to debug
the PC version of the game.
By setting the right button for “Turn Debug
Camera Off” and pressing it, the game could
activate the debug camera.
At the same time, the first controller would
become the second one as well and vice versa.
By setting the right button for “Take Screen
Shot” and pressing it, the developer could
take a screenshot of the game.
Sadly, this feature doesn’t work in any
version we have.
By setting the right button for “Show mouse
pointer” and pressing it, the developer
could possibly see a mouse pointer over the
Unfortunately, this is just a guess as there
is no code left from this feature, and it’s
hard to understand why this feature was needed.
Speaking of PC version, turns out that one
function without a name still receives tons
of debug information.
The game doesn’t use this information and
it is a mystery where the game could display it.
On the other hand, we can take a guess and
say that this might be a log, which was used
to analyze something in the game.
This game had a console once, but how can
it be a console if it doesn’t allow us to
input a text here?
Well, at least in the current state we found
Also, it is a mystery what it could display
here, because there are no clues left in the game code.
But we can always output here what we want.
Fun fact: it’s possible that this was captured
on this photograph we have from the offices.developer’s
It means that they used it in the past to
debug the game somehow.
You know what is strange?
Seeing pre-release screenshots with debug
text in the official Bradygames guide.
I can clearly see a “TidyUP” word here
and two float values.
There is also a chance that you can see this
on these photos from the developer’s studio.
Unfortunately, there is no way to say what
this string meant, because it seems that there
is no code leftover from this feature.
You might spot more debug features on the
rest of the photos from their studio, but
once again, we can’t say for sure what they
mean unless we find better photos or at least a code from them,
which we didn’t.
Of course, the developers had more debug features
in their game, but since we don’t have a
debug build of the game, we can’t look at
Honestly, we are too damn lucky to see at
least some debug features.
Not to mention, all of this was found in the
final version of the game.
Today we are going to look at the hidden debug features which were used to test Grand Theft Auto 3 during its development. ########## Today's narrator: ●Badger Goodger https://www.youtube.com/channel/UCVu0MlrvD-2siRakaJ6JeoA https://twitter.com/BadgerGoodger
●Max Payne 3: Originally Set in Russia /watch?v=lyBLi9f6enY
●GTA Vice City Beta - Gator Keys Analysis & Speculation /watch?v=N1zANDJIAfg ########## Used material ● "Ebay Find: Playstation 2 TOOL (Dev Kit)" by Thekempy /watch?v=G2ep1X_BS-Q ########## ● My Twitter ● https://twitter.com/NationalPepper ########## ● Paid music provided by www.epidemicsound.com ES_Faded - Ooyy ES_Too Fast - Ooyy ES_Changli - Ooyy ES_Tei - Ooyy ES_Seona - Ooyy ~~~~~~~~~~~~~~~~~~~~~ ● My Patreon page ● https://www.patreon.com/NationalPepper
● This is the place where I post early access videos as well as updates and other goodies. Starting from $1 per month.