SDA logo

Released only a year after Grand Theft Auto III, Vice City brings back everything from you loved from III and introduces many new improvements of its own, including a more talkative protagonist, Tommy Vercetti. Join Tommy as he wreaks havoc in a 1980s Miami, Florida setting.

 

Note: Console and PC are considered separate categories due to various gameplay differences (such as aiming).

Runs done on the console versions.

Runs done on the PC version.

Return to the game list, the news or the front page.

Console 2:14:23 by Tim Symanczyk, done in 21 segments.

File details: 807 MB / 1.49 GB total size (normal / high quality), requires DivX codec.

Author's comments:

First and foremost, a big Thanks to NTG. Most of the cool tricks you'll see in my video were taken straight out of his. Mainly what I brought to the party this time is minor tweaks to his work.

Part 1 - One really annoying thing you'll see throughout the game is a pink dot on the radar marking the hotel. Right at the start of the game it asks you to enter the pink marker at the hotel, which I don't bother doing so it never goes away. Also, Police Cars in this game SUCK. In GTA3 they were pretty good, but not here. They're still worth stealing because of the 5 Shotgun shells, but they handle terribly. Finally, you'll notice that I ignore my phone a lot - stopping the ringing by getting into and out of a car. Any phone call that I take is necessary to proceed in the game, the others are total wastes of time. Note that the game won't let you activate any new missions, buy property, or save the game while the phone is ringing.

Part 2 - When returning to Diaz's after "The Chase", there's usually a decent Motorcycle at a fixed location along the route that was not there this time. So I had to improvise a little and steal a fast car. That is easily the worst part of my entire run, I don't know if my controller was glitching, or the game was just being a pain - but for whatever reason it just wouldn't let me go from the Moped into the Sports car. Doesn't cost much time, it just looks really stupid. But "Phnom Penh '86" went exceptionally well, so I kept the segment anyways. One little Easter Egg to watch for is during the Helicopter ride before the actual gun battle, you can see a man in converalls jumping off the bridge.

Part 3 - Using the Helicopter for these two missions is just a phenomenal idea by NTG. Makes them so quick to do. Until doing this segment, I had never really used any Helicopters when playing Vice City before - so you'll notice my flying in this segment is a little shaky.

That was also pretty much the last segment where I do multiple missions. Up until now, it would be hard to figure out a way to do more saves without spending a significant amount of time reaching a save point. But from here on in, most every place you have to go anyways to activate a mission has a save point right there. I know doing one mission per segment makes for a much less "Cool" video - but it's the best way to get the fastest possible time.

Part 4 - Using grenades to blow out the windows for "Shakedown" saves a lot of time over a machine gun. Plus the four grenades that I'm left with aftwards come in very handy later on.

Part 5 - Activating the Strip club seems very simple - but this one segment took a lot of thought and experimentation to pull off. The simple strategy of continually re-entering the room cuts the amount of time down by about half. But the big problem was that I've already got so many phone calls saved up from skipping them that, given the chance, it'll ring almost non-stop! That's the reason I start the segment by shooting the cop. The phone will NEVER ring as long as you've got a wanted level. Without that little addition at the beginning, the phone ringing would've kept me from being able to activate the dancer-sequence in the back more than three or four times in a row.

Part 6 - Another great idea straight from NTG. By continually beating your own record at Cone Crazy, you can get all the money you need to finish the game in just a few minutes! Keep in mind that it's not enough to just do the course over and over again - you must always break your old record. Thats why I keep pausing before grabbing the last marker in the early runs.

Part 7 - Returning to the helicopter after "Bar Brawl" my driving is bit confused. This is because I was totally disoriented having killed the second biker so quickly, and having the Helicopter end up in front of me rather than behind. Again, this doesn't cost much time, it just looks stupid.

Part 8 - The reason I kill the first cop I see (rather than lead him into the garage) is because you need to lure in two cops. Having just one is worthless. The automatic 2-Star wanted level you get from killing the cop is much more valuable than just the single cop. The reason I stop to kill the one cop when leaving the Mall was to prevent him from pulling us out of the Helicopter during takeoff.

Part 9 - The call from Cortez is worthless per say since you never do that mission - but until you take it, you won't be able to take other phone calls that are necessary.

Parts 10 to 14 - The Rancher, LandStalker, Esparanto, and Blista Compact will all (eventually) spawn on the road directly in front of Sunshine Autos. The Idaho and Stallion, however, NEVER will (unless you leave the area first). So for those you need to venture out further away. In Part 14, you can see that if you have a long phone call you need to burn, you can take it overtop the "Asset Activated" animation sequence to save some time.

Part 15 - Kaufman Cabs don't drive very well at all - and you don't need to be in one to do "Friendly Rivalry" anyhow. Getting into and out of the Kaufman Cab twice, though, is another amazing idea from NTG - doing so actually gives you 300 rounds of SMG ammo for free. Go ahead and check all the FAQs over at GameFAQs - NONE of them list that little tidbit. How he figured that one out, I'll never know. Awesome!

Part 16 - Nothing interesting to say.

Part 17 - I have absolutely no idea why the Ice Cream truck just "appears" at the start of this segment. When loading the game, it would never just "be there" - it would always materialize out of thin air a couple seconds later. Supposedly (according to some FAQs) you're never even supposed to save your game at the Ice Cream place anyways for fear of glitching your game. I didnt have a problem, but maybe that has something to do with it?

Part 18 - The only way I could get the boat to spawn for this mission is to briefly leave the Boatyard, just barely crossing the threshold onto the sidewalk. Also, it looks strange that the weather suddenly goes from stormy to calm when "Checkpoint Charlie" starts - but the weather is tied to the mission itself. There are four levels to "Checkpoint Charlie", each with a goal time of 5 seconds less than the previous, and each with specific weather conditions. It just so happens that the first one has clear weather, and it's the only one you need to do to activate the asset. During the phone call at the end, I have no idea why Tommy keeps craning his neck back.

Part 19 - My original plan was to use the Police Helicopter to do both Print Works missions - but turns out that it's actually faster to take the offered cab and then drive a car for the first one. Even so, it's still mildly useful to have. It probably didn't save more than a few seconds - but more importantly, it didnt cost any time.

Part 20 - After having all the FAQs say how hard this mission is, I was surprised to figure out this simple strategy. As long as you're fast enough, it's very repeatable. The key is to have a car waiting for you right there before you activate the mission.

Part 21 - This is easily the most complex mission in the game, and I'm proud of my strategy here. It's about as simple as it can possibly get. The only hard part is at the end when you're in a standoff with Sonny. Maybe two thirds of the time he'll pull off a miracle headshot with his Ruger and blow you away before you can get the first rocket off. Very annoying, and the main reason I chose to save between "Cap the Collectors" and "Keep your Friends Close".

That's all - hope you enjoyed the run!

- Tim "twoton" Symanczyk (twotontim АТ gmail DOT com)

PC 100% 9:00 by Daniel Burns, done in 23 segments.

File details: 822 MB / 2.30 GB / 6.66 GB total size (low / normal / high quality), requires DivX codec or VLC player.

Author's comments:

Firstly, big thanks to the SDA staff and everyone who gave their support! Each run has been more rewarding than the last and I hope it continues.

The bibliography isn't very big, working from first principles is far more fun. Still I can't not mention the site http://www.astonvilla.dk/GTAVC100 for Christian Jahnsen's extremely helpful maps. They got a hell of a lotta use...

I've always enjoyed Vice City more than GTAIII, nice sunny vibe etcetera, so I attacked the daunting 100% task with great enthusiasm and completed it only a little over a month after I did its predecessor. It has almost twice as many rampages and unique jumps and more extra challenges, so since I'm the sort of person who gains more enjoyment out of planning than actually attempting a run I was really pushed to my limits here, but I'm sure that my obsessive optimisations of both of these will be very apparent.

I tried to improve on my GTA running in every way, and with hindsight my previous run could be considered a warm-up to this. Being comfortable with the controls from the very beginning made a nice change (with the addition of bikes and the unwanted ability to jump out of moving cars leading to many hilarious situations...). The game has more stuff to do in a more compact area than no. III (mainly due to assets), so doing everything without jumping around too much was the main goal. Obviously not everything can be accounted for right from the start (and a practice run wouldn't help too much with the bulk of it) so the best I could do was chip away at it in a state of heightened common sense and make a million contingency plans for the countless times things didn't go my way. In the end it fit together more than I could have hoped for.

There's a lot of side-missiony stuff that can't be done during your run-of-the-mill missions, mostly rampages and rc races, and most unique jumps that require a speedier vehicle. So while I tried to do as much as I could when I was passing through anyway, there were occasions for systematically traversing the city and mopping up all the little things. I tried not to overdo this freedom; it would be tempting just to go out and do everything right at the start/end and not have to worry about tasks overlapping and such. Instead I planned it around instances when I'm left stranded in areas devoid of much else to do, preferably with a nice bike, and worked my way over to the next mission as efficiently as possible. This is harder to put into words than I thought it'd be, can I just say it's all rather complicated and leave it there? Good. Onto the segment comments!

Once again, percentages and stuff done in each segment is noted cumulatively so everything is accounted for and you can see how it comes together over time (if you want to). I wasn't sure how to categorise some stuff, almost everything appears to be piled into one value on the stats screen, so I've differentiated between certain things.

M=Missions A=Assassination Contracts CC=Chopper Checkpoints SR=Street Races SA=Sunshine Autos Vehicles RC=Remote Control Races P=Packages R=Rampages UJ=Unique Jumps SH=Store Hold-ups Pr=Properties (not asset properties)

Thanks very much for watching! Hope you enjoyed it, and I hope my comments gave many a valuable insight into the sort of mind that would actually attempt something like this (I think these are my longest ever run comments too). I'm working on San Andreas at the moment (no, not 100%, it's just not going to happen), so look forward to that whenever I get round to it.

If you have anything to ask, my email is ddaburns AT gmail DOT com - please don't make me regret putting it here!

Return to the game list, the news or the front page.