skipping logo intro too early can softlock the game
traffic barricades spin when touched
menu can be opened between scene changes
some characters are still using their VC models
lots more..
Debugging Features:
This build features a simplistic Debug Menu and some additional features the Developers used for testing. In even earlier versions of the game the "Debug Mode" would start automatically. While this build is in a rather finished state they hid this functionality behind a special Key-Combination. You can trigger it by holding L + R + DOWN + CROSS while the loadscreen is showing. When starting a new game you will additionally spawn at the debug location in Portland effectively skipping the first mission.
From there you can open the Debug Menu with R + CIRCLE + DOWN giving you the following options:
"Level Skip Menu"
"Character Viewer" (some will crash the game)
"Building Viewer"
"Weapon Cheat"
"Player Cheat"
"Weather and Time Changer"
"MoCap Menu" (Motion Capture)
"USJ Editor" (Unique Stunt Jump) (crashes the game)
"Toggle Player Coordinates"
Additional Button Combinations:
L + R + UP + TRIANLGE
->
instant Player Cheat
L + R + UP + SQUARE
->
instant Weapon Cheat
R + TRIANGLE + LEFT / RIGHT
->
cycle Outfits
L + DOWN
->
toggle Cheat Mode On/Off
L + SELECT
->
toggle Traffic On/Off
L + O
->
"Writing coordinates to file.." (no effect)
L + LEFT / RIGHT
->
spawn vehicles
R + UP (when in debug menu)
->
toggle HUD On/Off
Note: The dev-mode and its features are mostly working but some things are already missing or broken like the "Stunt Jump Editor". There also used to be a "Car Viewer", a "Marketing Camera" and an "Animation Viewer" as well. Normally when inside the Debug Menu selection screen a textbox should be showing. (it only pops up for the split of a second here)
In later builds even more features will break like the "Toggle Player Coordinates" & "Freezing time" for example. As the release date came closer they must've had other priorities!
These UMDs were produced before the official release for QA-testing, reviewing up to promotional purposes. Thus some of them having unfinished builds burned to. (Where especially those not meant for the public sometimes having developer options available!) Depending on the region, company and version they might have a unique but different Disc ID compared to the final retail version. In the gaming industry these type of discs are often referred to as 'silvers'.