Three cities, one state

In 2004, the 38.2 km² map was the largest in the series at the time. Size was not the only change: the protagonist responds to how he is treated, and neighbourhoods can be conquered.

The game at a glance

Released 26 October 2004

Map

38.2 km²

A series record in 2004: three cities and the countryside between them.

Protagonist

Carl Johnson

Returns home after five years to bury his mother.

Stats

6 stats

A character who grows stronger, gains weight and learns. No other game in the series has the same system.

Platforms: PS2 → Xbox, PC → mobile devices → modern consoles

The 38.2 km² map was the series' largest at the time. More importantly, it was a whole state with desert, mountains and villages rather than one city.

Why CJ differs from the other protagonists

He returns to Los Santos after five years in Liberty City to bury his murdered mother. His gang has collapsed, the neighbourhood belongs to someone else and his brother will not speak to him.

Our assessment

CJ is the series' first protagonist with a family, a past and people who matter to him. Earlier heroes were silent or strangers. This begins as a homecoming, not a career.

His story expands from one neighbourhood gang across three cities into politics and corruption, yet repeatedly returns to the same street.

Five ways it changed the series

And what still applies today

01

A whole state for the first time

Three cities linked by motorway, plus a desert military base, mountains, villages and rivers. Driving from Los Santos to Las Venturas takes real minutes, with activities between them.

Why it mattered

GTA V and GTA 6 still use the same pattern: a city and its surrounding state. It began here.

02

A character who changes

CJ gains and loses weight, becomes stronger and learns driving, shooting and swimming. These are not cosmetic: a weak CJ tires quickly and aims poorly.

Why it mattered

No later entry returned to this system, the main reason San Andreas still plays differently.

03

Gang territories

Neighbourhoods can be conquered and defended. Rival gangs retake territory if left unchecked.

Why it mattered

A mechanic suited to a gang story that neither GTA IV nor GTA V repeated.

04

Uncontrolled freedom

Planes, jets, bicycles, tandem parachuting, diving, casino gambling, hairstyles and tattoos. Most are unnecessary for completion.

Why it mattered

That freedom built the community: there was still something to discover after the story ended.

05

Open to mods

Understandable file formats let the community build tools quickly, producing thousands of modifications and an alternative multiplayer mode.

Why it mattered

New mods still appear twenty years after release, unlike for newer entries.

Hub sections

Story

CJ, Grove Street and betrayal from within. The full story and the real events of 1992 behind it.

Open

Cities and countryside

Los Santos, San Fierro, Las Venturas and the desert between them: how they differ and what makes each memorable.

Open

Character stats

Six stats that change how the game plays, using a system no later entry has revisited.

Open

Gang wars

How neighbourhoods are conquered, when the system is active and why held territory determines access to the final mission.

Open

Cheats

Checked codes for the original PC version, ordered by risk, especially those that cannot be removed from a saved game.

Open

Mods

Four tools, the correct installation order and the one issue that must be resolved first.

Open

SA-MP and multiplayer

Rockstar supplied no multiplayer, so players built it. SA-MP, open.mp and MTA:SA, installation and the meaning of Roleplay.

Open

Myths and legends

Bigfoot, driverless cars and the man with a chainsaw: each claim judged against the game files, and why people believed it.

Open

Sources for this page