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Grand Theft Auto (1997): The Original Top-Down Game

How DMA Design's first Grand Theft Auto launched in 1997: release dates by region, what critics scored it, what it earned, and the press storm.

The first Grand Theft Auto is usually remembered as the game that started a franchise. The record from 1997 and 1998 tells a narrower and more interesting story. It was a British release first and an American one four months later, and critics did not agree on how good it was, even within the same outlet. Its publisher also sold the controversy as hard as the game.

This page sets out what the contemporary sources actually say: the release dates, the scores, the money, and the press campaign.

At a glance

DeveloperDMA Design, Dundee, Scotland (Herald, Mar 1999)
European publisherBMG Interactive (Campaign, Nov 1997)
US PC publisherASC Games (press release, Mar 1998)
First announced launchNov 28 1997, UK (Campaign)
US PC releaseMar 24 1998 (ASC Games, GameSpot)
PlatformsPC (DOS and Windows 95), PlayStation, later Game Boy Color
SettingThree cities: Liberty City, San Andreas, Vice City (GamesRadar)
ProtagonistAn unnamed small-time car thief working for crime bosses
Sales on recordMore than 1 million PC and PlayStation copies shipped by Nov 1998 (Take-Two, via GameSpot)

What is counted, and how

The launch date is not as settled as it looks. Three contemporary sources give three slightly different answers:

  • Campaign, the UK advertising weekly, wrote on Nov 20 1997 that the game "is to launch on November 28."
  • A fan-run news page on grandtheftauto.com reported on Nov 30 1997 that UK mail-order buyers had learned Nov 28 was the shipping date, with most shops getting stock on Nov 29.
  • GameSpot's Nov 1998 news story said the game "first came out in December of 1997."

We use Nov 28 1997 as the European PC launch because it is the only date given in advance by a trade paper. We give no exact day for the European PlayStation version, because the only source we found for a specific date is a 1997 trade magazine we could not open. A 2019 Vice feature dates the Windows release to October 1997; no 1997 source we found supports that, so we do not use it.

Gaps between releases are simple day counts:

  • UK launch (Nov 28 1997) to US PC launch (Mar 24 1998): 116 days.
  • UK launch to the GameSpot report of 1 million copies shipped (Nov 16 1998): 353 days.
  • UK launch to GTA VI's announced release (Nov 19 2026): 10,583 days, just under 29 years.

Review dates. For reviews listed on the archived GameRankings pages, the dates GameRankings shows for UK magazines (such as 2001 for PC Zone) are when the site added them, not when the magazine printed them. We give a date only where the outlet's own page shows one.

Left out: later lifetime sales totals that appear in secondary sources, because we could not open the original newspaper and business-paper reports they cite.

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The setup

You play a criminal at the bottom of a crime organization. Jobs come in through ringing pay phones. Each level sets a points target: GameSpot's PC reviewer said the first level needed one million points, which could take up to two hours, and later levels three million, which could take five to six. GamesRadar's 2008 history counts six levels spread across three cities, Liberty City, San Andreas and Vice City.

The view is top-down. GameSpot's PlayStation review noted that the camera pulls back as your car speeds up so you can see further ahead, then zooms in when you slow down or get out on foot.

You could not save partway through a level. Kaiafas at GameSpot wrote that he would have recommended the game more highly if you could.

What the box promised vs what reviewers counted

ASC Games' US launch release gave big round numbers. Reviewers who played the game counted differently.

ClaimASC Games press release, Mar 24 1998What a reviewer counted
Missions"over 200"GameSpot PS review and GamesRadar (2008) also give over 200
Road"over 6,000 miles"GameSpot PS review repeats 6,000 miles
Vehicles30 stolen vehiclesGameSpot PS review: 20 unique vehicle types
Weaponsnot statedGameSpot PS review: four (pistol, machine gun, flamethrower, rocket launcher)
Citiesnot statedThree (GameSpot PS; GamesRadar names them)

The vehicle gap is the one real disagreement. Neither source explains how it counted, so we report both numbers.

The marketing: controversy as a launch plan

The game's reputation arrived before the game did. Campaign reported in Nov 1997 that BMG Interactive was using the controversy to sell the game, with help from publicist Max Clifford. The game had already been criticized in the national press and in the House of Lords, which said it might encourage joyriding. BMG's launch plan, per Campaign, included press and radio advertising, a four-week online promotion, and posters in public toilets.

By the US launch, ASC Games listed the controversy as a selling point. Its press release said the House of Lords and the French government had condemned the game and that Brazil had banned it.

Fifteen years later, co-creator Mike Dailly told The Sunday Times (as reported by Game Developer in Oct 2012) that Clifford had planned the outcry and "made it all happen." Co-creator David Jones said the team itself had not designed the game to provoke. Both points can be true: the content came from the developers, and the outrage was managed by the publisher.

Reception

The scores split, and the split is the interesting part.

OutletVersionScoreDate shown by source
PC Zone (UK)PC92/100via GameRankings
Computer Games MagazinePC4.5/5Mar 27 1998 (GameRankings)
Computer and Video Games (UK)PC7/10via GameRankings
GameSpot (Tasos Kaiafas)PC6.4/10Mar 24 1998
Game RevolutionPCBAug 22 1998 (GameRankings)
Absolute PlayStationPS85/100Jul 1 1998 (GameRankings)
GameSpot (Ryan MacDonald)PS8.0/10May 6 1998
IGNPS6/10Jul 10 1998 (GameRankings)
Electronic Gaming MonthlyPS6.5/10via GameRankings
GameProPS2/5via GameRankings
GameRankings averagePC78.50% (6 reviews)archived Oct 2011
GameRankings averagePS68.33% (6 reviews)archived 2011
GameRankings averageGame Boy Color57.33%archived Oct 2011

Two things stand out. First, the same site scored the two versions very differently: GameSpot gave the PC game 6.4 and the PlayStation game 8.0, six weeks apart, by different reviewers. Second, the PC average beat the PlayStation average by about ten points, even though GameSpot preferred the PlayStation version.

GameSpot's PlayStation reviewer singled out the radio: steal a pickup and you hear country, steal a muscle car and you get hard rock, with DJs reading call letters and weather between songs. That idea of a radio station tied to each car runs through every later game; see GTA radio stations.

The money

Take-Two said in Nov 1998 that more than one million PC and PlayStation copies had shipped. The same GameSpot story notes that Take-Two had bought BMG Interactive's assets in March 1998, which is how the game ended up under the company that later published every GTA.

At the ECCSELL awards in Cannes in Feb 1999, which ranked games by 1998 European revenue, Grand Theft Auto took a Gold award at 17 million euro. For scale, here is where it sat among other 1998 winners on the same list:

Game (ECCSELL 1998 winners, selected)1998 European revenue
Tomb Raider III (Platinum)68 million euro
Gran Turismo (Platinum)66 million euro
FIFA 9950 million euro
Tomb Raider II39 million euro
Resident Evil 229 million euro
GoldenEye 00719 million euro
Grand Theft Auto17 million euro
Crash Bandicoot17 million euro

So GTA was a solid European hit, level with Crash Bandicoot, but well behind the biggest games of its year. For later games see GTA sales history.

Legacy

The first game set up the formula: pay-phone jobs, police attention that grows with your crimes, stolen cars as both transport and score, and radio by vehicle. Its three city names came back in 3D: Liberty City in GTA III, Vice City in GTA: Vice City, and San Andreas as a whole state in GTA: San Andreas. GTA VI, due Nov 19 2026, is set in Vice City, inside the fictional state of Leonida, per Rockstar's own GTA VI pages.

The pitch looked different. Engadget's 2011 report on the original design papers, posted by Dailly, shows a game called Race'n'Chase. It was planned as a multiplayer racing and crashing game, with example cities such as New York, Venice and Miami.

DMA Design became Rockstar North; see Rockstar North history. The expansions came next (London 1969 and 1961), then GTA 2 in 1999.

Rockstar later gave the game away. Its "Rockstar Classics" page, as archived in Jan 2010, offered Grand Theft Auto as free Volume 1 to mailing-list members.

Trivia

  • The Game Boy Color version was made by Take-Two's Tarantula studio. Take-Two said in Oct 1999 that it would ship in Europe on Oct 22 1999, the same day as GTA 2, and in North America in November.
  • The Herald's diary column noted in Mar 1999 that the game's built-in cheat codes were Scottish in-jokes, one of them a nod to Motherwell. Lead programmer Keith Hamilton explained that the team came from places such as Glasgow, Motherwell, Dundee and Arbroath.
  • GameSpot's US launch story described the game as being sold to adults aged 17 and up.

Sources

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