There’s a balance to be had, it shouldn’t take long to figure out how to balance it so you don’t even have to touch the controls other than to turn. But its more complicated than that, you have to keep the plane level, tapping down makes it bouncy, so when the pitch keeps bouncing, let off the down taps a bit and let it rise, this is how you gain altitude. Alex Knight was right, you keep tapping the down button. I know this is rather delayed, but for years I’ve known how to fly the dodo.
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Since I’ve found 96 out of 100 hidden packages so far, this may well be all that stands in the way of a complete collection and, with it, free rocket launchers. There are some promising spots I’d like to look at, such as inside the stadium on Staunton Island. The thing is, I’m eager to get this contraption aloft if possible, because if it is, there are probably some hidden packages in places that are only accessible that way. There are no in-game instructions for flying the dodo (or if there are, they flashed by while I wasn’t paying attention), so it’s possible that there’s some button I should be pushing that I’m not. I’ve had longer flights than that in a car. Usually you spend two seconds airborne, but with repeated attempts, I find I can spend up to four or even five seconds before touching down. (Maybe it would be more aerodynamic if they put the rest of the wings on.) The way it works is: you position yourself on a runway, you push the “go forward” button, you wait until you’ve got a good head of speed, you pull the joystick back, you rise off the ground briefly, you fall back to the ground.
It isn’t really an airplane designed for flying. There’s a herd of jumbo jets just kind of sitting around, and a pile of helicopters off in one corner, but the only craft you can actually fly is the Dodo, a small prop plane with an absurdly small wingspan.Īnd when I say you can fly it, I mean this in the loosest possible sense. But we also felt we'd come this close to making this great game and that despite these problems, just as despite the problems of Take Two, it was our duty to finish it.With access to the airport comes access to aircraft. It was the same for us as it was for anybody. It was very upsetting, very unnerving and overwhelming. "Most of the delay in releasing the game, which was only a couple of weeks, was a product of the fact that our office in New York was pretty close to Ground Zero and so any work that had to be done there was made impossible for a period," Houser added.
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"Some people believe we removed an entire strand of missions because they found some reference in the code to a character called Darkel, but he had been cut months before and the missions were never completed."ĭue to be launched on 3rd October 2001, GTA3 was pushed back three weeks while Rockstar combed through the game's code. "That's a little bit of a misconception ," he said. The alterations were less dramatic than initial rumours suggested, Houser explained. "As far as I recall, we changed the colour of the cop cars so they weren't identical to NYPD, we altered the flight path of a plane so that it didn't look like it was flying into or behind a skyscraper, and we removed one mission as it made a reference to terrorists," Rockstar exec Dan Houser told Edge (via CVG).Ī few lines of pedestrian dialogue and talk radio were also cut, while the US game box cover was redesigned. Grand Theft Auto developer Rockstar has revealed how the September 11 attacks changed GTA3, which launched just weeks after the terrorist atrocities.Īlterations were made to distance the game's fictionalised Liberty City setting from New York City, and a mission that mentioned terrorists was also trimmed.