GTA Advance follows Mike from a planned escape with Vinnie into a revenge-driven route across Portland, Staunton Island, and Shoreside Vale. The story sits alongside races, vehicle jobs, Rampages, Hidden Packages, and other single-player activities.
- Developer
- Digital Eclipse
- Publisher
- Rockstar Games
- Release
- Europe: 2004-10-29 · North America: 2004-10-26
- Platforms
- Game Boy Advance
Game data
Characters
GTA Advance follows Mike from a planned escape with Vinnie into a city-wide investigation driven by criminal contacts and shifting loyalties. 8-Ball, Jonnie, King Courtney, Cisco, and Asuka connect his route to different parts of Liberty City's underworld. Supporting figures fill out shorter mission strands as the campaign moves through Portland, Staunton Island, and Shoreside Vale.
Vehicles
Browse the title-specific vehicle roster, with pickup landmarks, mission availability and completion rewards. Check each entry for special variants and platform restrictions.
Gangs & Factions
Gangs in Advance color the Liberty City map by district and shift control as the story advances. Their cars and clothing help you spot who holds a block before a mission starts.
Radio/Audio System
Grand Theft Auto Advance uses vehicle-linked music instead of a conventional station wheel. Each ordinary vehicle group repeats a short instrumental loop, while emergency vehicles stay silent and the player can only mute music globally. The track lineup draws mainly from Grand Theft Auto 2, making the car itself the radio selector.
Cheats
Cheats in Grand Theft Auto Advance use Game Boy Advance button codes entered at the title or during play. They cover weapons, wanted levels, and unlocks tied to that hardware.
Weapons
Weapons in Grand Theft Auto Advance keep a compact handheld set built around hideout milestones, shop sales and map pickups. You use package and duty progress to stock the hideout and treat the car bomb as vehicle equipment rather than a carried firearm.
Story Missions
Mike's route through Liberty City is built from short jobs that keep changing who he can trust. The story starts as an exit plan and becomes a hunt for the truth across three islands and several competing crews.
Safehouses
Advance hides its saves behind island progression. One safehouse per island gives Mike a reliable retry point as Liberty City gradually unlocks.
Rampages
Rampages turn small parts of Liberty City into timed combat arenas. The weapon restriction is the real puzzle, especially when a car, flamethrower, or explosive is more useful than a conventional gun.
Demolition Football
Demolition Football gives Advance a stadium outlet. It trades open-road driving for tight arena contact inside a single challenge mode.
Collectibles
Street Races
Street Races turn Liberty City's three islands into a sequence of compact driving tests. The early races teach the route, while later events add hostile competitors, faster cars, and very little spare time.
Hidden Packages
Hidden Packages are a familiar GTA completion tradition. The set pushes you into corners of the city you might otherwise ignore.
Vehicle Missions
Vehicle missions turn a police car, ambulance, fire truck, or taxi into extra work between story runs. Each job has its own streets and target, and clearing them teaches the city block by block while adding hideout rewards.
GTA Advance Controls
| Action | Console |
|---|---|
| Move | D-pad |
| Strafe | Hold R while moving |
| Enter or exit vehicle | L |
| Attack | A |
| Sprint | B |
| Jump | A + B |
| Select weapon | Select |
| Pause | Start |
| Accelerate | A |
| Brake or reverse | B |
| Steer | D-pad left or right |
| Horn or siren | D-pad Up + R |
| Turret fire | A + B |
| Start vehicle sub-mission | L + R |
GTA Advance gameplay tips
- Save at each hideout before starting a long activity or mission strand.
- Use the required vehicle for emergency work and races instead of treating every car as interchangeable.
- Clear side activities before later gang hostility makes travel and pickups harder.
- Check both listed spawn points for a Rampage or Package when a first approach is awkward.



















































