Script Version: v2
Barriers and Objects appear for v1 players but not for v2 players. This means that a v1 player will have to complete the missions "Green Sabre", "Are You going to San Fierro?" and "Yay Ka-Boom-Boom".
This was the save used in Rounds 37 & 50.
The Chain Game is for anyone who wants to play along, we are going to start a game from the beginning and take it to 100%.
Please read the Rules & Guidelines before you start to play.
The Rules & Guidelines are here so that the game can progress and everyone can have an enjoyable experience while making a contribution to its completion.
Joining the Chain Game is easy and new players are always welcome.
If you're new and want to plunge right in, simply follow the Quick Start Guide for now and read the complete set of rules later. You're excused for now, but eventually you'll have to...
- Newbie's Quick Start Guide
- Rules & Guidelines
- Helpful Links, Maps & Tools
- Release Description
- <go down one posting - list of found additions>
- <go down two postings - 100% checklist>
- <go down to the latest posting in this topic>
Newbie's Quick Start Guide
- Call a turn by posting in this topic.
- Download the last save.
- Play one mission.
- Upload your save on gtasnp.com or hmvartak's uploader.
- Post the link to your game back here within 3 hours. Edit your original posting to do this. Have a look at other players' postings and you'll get the idea.
- Here's a copy & paste template for the posting format you should use.
- To go directly to the latest posting in this topic, follow the link at the bottom of 'Contents', directly above this section.
Rules & Guidelines
- Do not use any kind of cheats, trainers, mods or cleo scripts. They can seriously mess up things later in the game, so using them will not only spoil the fun for yourself, but also for the other players.
- Call the mission that you want to do or just call a turn by posting in the topic.
- Download the previously posted save file. We want to use the same save file throughout the game and take it to 100%. After 100%, we can see who has the fastest racing times.
- Complete ONE Named Mission only, save your game, upload your save file (see below) and post a link back in the topic (use the Edit button).
- The definition of a "Named Mission" is "any mission that changes the save file name". Examples are "Big Smoke", "Deconstruction" and "Learning To Fly".
- Several named missions are exempt from the 'one named mission rule', for various reasons. Find all details on these in the Supplement To The Rules.
- Use Samutz's uploader and/or hmvartak's uploader to upload your save file (recommended uploaders). If they are down you can use Rapidshare, FileFront or YouSendit.
- Use the preferred posting format (see below).
- Wait until 3 other turns have been completed before calling another mission.
- If 6 hours pass without another gamer calling a mission, then the '3 mission rule' is reset & anyone may call a turn. This does NOT mean to wait 6 hours between personal mission/turn calls.
- The time limit to complete your turn is 3 hours. We will use the post time in the topic. The timer starts when a mission is called. After 3 hours have passed and the caller has not posted back, it's a forfeit and anyone else may call a turn.
- The caller may call a forfeit. The forfeiter should wait at least one turn before calling another mission/turn. The forfeited turn will not count towards the '3 mission rule'.
- In the event of two gamers calling a mission, the first one does the called mission.
- Mission strategy is up to the caller - just don't use cheats, trainers, mods or cleo scripts.
- Do not save after getting busted or wasted.
- The caller may purchase items (weapons, etc.), mod vehicles, date, eat, workout, dress, get a tattoo & get a haircut for CJ. Please let us know about any of this stuff in the Notes section of your post.
- The caller may do any non-named missions/collections/deliveries in the 3 hours. Please report any extra stuff in the Notes section.
- The caller doesn't have to call a mission when all they want to do for example is collect Snapshots, Horseshoes or Oysters, spray Tags, or do any of the side missions such as "Vigilante". In that case, just call a turn, but remember that the 3 hour time limit will still apply.
- We expect the players to adhere to the gtaforums.com rules. This includes "No warez/piracy (linking to, requesting or discussion of illegally obtaining copyrighted material) & Never open multiple accounts."
A request to all players:
Please try to post the completion percentage from the stats after you have completed your turn. This will help girishb in putting together the stats at the end of the round. The completion % can be found in STATS/MISC or on the website after uploading (if you use the preferred uploaders).
- Do not fail a storyline mission unless it's to collect a special vehicle (BP/DP/EP/FP). If a special vehicle has been collected, let us know in the Notes section.
- Try to keep the safe house saves minimal. If you have a game crash problem on your system multiple saves are alright - save when you don't want to lose some progress.
- Since 4star features are becoming more and more prominent, we're being rather lenient toward the above two points. Save if you don't want to lose progress on a long or 4star turn. Failed side missions are ok if you're doing 4star stuff, esp. 4star racing. Just try to keep the number of saves and failed side missions/races within reasonable limits.
- Avoid known glitch situations, though you may use the one for "NRG-500" and the Ammu-Nation glitch (but remember the clip count, see next point).
- Collect ammo when possible, but please keep it below 10000 for weapons with clip count. Some players like to see the clip count which disappears when the ammo exceeds 9999 (an empty clip can be fatal during stuff like gang wars - seeing the clip count helps with fast reloading by switching weapons back and forth before the clip is empty).
- Try to save with full armor.
- Save close to available missions when possible.
- Try to eat or have some snacks or drinks every once in a while. If the fat stat reaches zero CJ will lose muscle.
- Letís try to have the last save for 100% be "End of the Line", so letís try to get everything else done before that.
- Have FUN!
Supplement To The Rules
- This supplement is designed to discuss some of the technicalities of the Chain Game's rules, and it was thought best to provide these in the original post.
(1) Abuse of the '3 Mission Rule':
Callers are encouraged to understand the basic ethos of the Chain Game. One should only call a mission, once the previous caller has completed his/her called mission and posted the new save. That's the basic idea of the chain: a new link can only be attached as long as the previous one is bound. Hence, to call a mission while a previous one is being completed, defeats the entire logic of the chain. In such a case, one can actually wait around and call every 5th mission beforehand, and negate the possibility of others to call the mission. This seems to be a fine loophole of the 3-mission rule, which callers should not exploit. Let's also consider the fact that when a mission/turn is called that the 3 hour timer has started.
(2) Exceptions to the 'One Named Mission Rule':
- "Back to School"
- "Learning to Fly"
- "Boat School"
- "Bike School"
The above vehicular schools are comprised of 'named tests' (e.g.: "Burn and Lap", "Circle Airstrip", "Land, Sea and Air", "The Stoppie", etc.). Callers should take note that 'named tests' are not equivalent to 'named missions'. Hence, callers should call schools and not particular tests, even though it may seem, for some, to be against the 'one named mission rule'. To call and do one single test, or only a set of two/three tests, would only add confusion to future callers, and be an impediment to the progress of the Chain Game. Callers also note: in the posting format, you should use "Back to School" and "Learning to Fly" and not "Driving School" and "Flying School".
Note that "Back to School" and "Learning to Fly" are named missions and fall under the 'one named mission rule'. "Boat School" and "Bike School", however, are not named missions and can be done with any other named mission.
- "First Date"
- "First Base"
- "Gone Courting"
- "Made in Heaven"
The above missions are all cut scenes in the Catalina strand in the Badlands. The icons for her missions trigger each of these, in sequence, though it is up to the caller to decide which of Catalina's jobs they'd want to pull off. In each such case, the caller should call the cut scene (like "First date") and also the job (e.g.: "Local Liquor Store"). The format should be: "Missions: First Date/Local Liquor Store". The caller can't help but do a 'double', so to say, as one can't save after the cut scenes, and in these cases the 'one named mission rule' is exempted.
Wang Cars Purchase
- The 'CV' icon at Wang Cars after "Back to School" and "Yay Ka-Boom-Boom" are completed
This one's a little different from the last four, as even though an icon appears for Cesar on the map, and you go to the dealership at Doherty, it is not followed by a mission, and instead opens up Cesar's strand at San Fierro. This is different, also, from "Verdant Meadows" because even though the mechanic involved is the same, the latter is a named mission, while this is not. Callers may buy Wang Auto after the completion of "Back to School" or "Yay Ka-Boom-Boom" (whichever is done later), and this will not be considered as a violation of the 'one named mission rule'. Alternatively, callers may buy it before starting "Zeroing In", if it wasn't purchased beforehand.
- "King in Exile"
- "Verdant Meadows"
- "Fish in a Barrel"
Some of these are named missions although all of them are in fact only cut scenes without any action going on. These missions are exempt from the 'one named mission rule'.
All stadium races are exempt from the 'one named mission rule' and can be combined in any number with any other one named mission.
With the exception of the 3 races that must be done within the storyline ("Lowrider Race" & "Badlands A/B"), all races are exempt from the 'one named mission rule'. Unlike the other exceptions, you cannot do as many as you like though:
- You can do one race if you also do a named mission.
- You can do up to three races if you do not do a named mission as well.
- "The Chiliad Challenge"
These are exempt from the 'one named mission rule' and can be combined in any number with any other named mission. (Only "BMX" and "NRG-500" are named missions.)
(3) All named missions exempt from the 'One Named Mission Rule':
- "Verdant Meadows"
- "Fish in a Barrel"
- Stadium Races
- Tournament Races (see above for restrictions)
(4) Non-storyline missions which alter the save names:
- Zero's Missions
- Cesar's Missions in San Fierro
- Heist Missions in Las Venturas
(5) Other things to keep in mind:
Turf Wars / Gang Wars
These can be separately called for, and also be completed otherwise. The posting format for these would be: "Mission: Gang Wars".
Note that the first round of Gang Wars comes with an exception to the '3 mission rule' if we're playing a save that features 4star Gang Wars. If all you do is 4star Gang Wars, then the '3 mission rule' does not apply. In that case, wait for one other turn to be completed before calling your next turn. This will be for only doing 4star Gang Wars, please don't do any missions too unless you wait the regular 3 turns.
The second round of wars in Los Santos should be completed before "Riot", as this saves a lot of trouble and makes the last few missions speedier.
Barriers / Area Opening Missions
If we're playing a v1/v2 hybrid save (almost always), the missions "Green Sabre", "Are You going to San Fierro?" and "Yay Ka-Boom-Boom" will have to be done by a player with a specific game version only (v1 or v2). The details for this round can be found at the top of this posting.
All callers can help CJ progress with any of the 6 girlfriends in the game. It does not have to be called separately, and if it is, then the '3 hour rule' will apply as always. It is best not to alter CJ physically and instead collect all oysters as soon as possible to make him forever desirable.
All callers are allowed to participate in exporting cars, and this does not have to be called separately. Callers, however, must remain true to the spirit of the Chain Game and only export cars when full earnings can be availed. Do not export damaged cars. Callers can also help by storing cars on the lists beforehand as and when they come across these.
- Mission: Use the mission name as it appears on the screen. Don't use mission descriptions like 'that mission where you chase the jet'.
Called by: Use your handle.
Link: The link to your uploaded save file, after you've completed your turn.
Status: 'in progress' or 'completed'.
Completion: Completion percentage from stats section.
Notes: Anything pertinent to the mission/strategy or extra stuff done.
A simple "I'll do a turn now" is enough to call a turn (most players do it this way), but please use this posting format for your completed turns. Below you'll find a template you can copy and paste, it'll look just like the example above. Feel free to change the colours to your liking.
[color=f97330][b]Called by: [/b][/color]
Helpful Links, Maps & Tools
These are Chain Game oriented and the recommended uploaders. If both of them are down, you can also use Rapidshare, FileFront or YouSendit.
- For those who would like to spray tags / collect oysters / take snapshots / gather horseshoes, you can use the program SAMA (SA Mission Analyser), it will provide relevant maps showing which ones are left. It also tells you which missions are left to do and you can find the locations of the unique stunt jumps, even the new ones.
- SA Script Switcher
The Script Switcher now has an option for disabling and enabling of the CLEO library.
Welcome to Chain Game 52. As (almost) always, it is a modified save with many interesting changes/additions. We hope you will enjoy playing it as much as we've enjoyed creating it.
This round will be played with a new save that keeps the previous specials and adds a few new features. Most additions for this round fall into the categories 'Hidden Stuff' or 'Surprises' (or both). Some of these will be extra hard to find, some will be easy to find, and some cannot possibly be missed. By far the biggest change, however, is the completely reworked creation process for the save and should go unnoticed (meaning, if the old features are still working, then everything went alright).
The script version and the behaviour of the barriers for this round can be found at the top of this posting.
All Chain Game officers are equipped with a Chain Game Checker. This checks the save file for the number of cheats used, times wasted, times busted and some other things.
As in the previous rounds we left out the 'restart traps', so please remember that you should not save after being wasted/busted and instead should replay your turn if you have time.
While our general feature description continues to take the form of hints and allusions, the map now contains almost everything. Well actually, since pdescobar, who did the mapping, is currently unavailable (we miss you, mate!), the map is slowly beginning to get inaccurate for a few things. Basically it contains most of the stuff that was added up to round 23 and additions/changes from the last two generations of saves will be missing, plus the new additions of this round. Some of the map's known inaccuracies will be mentioned right below.
Known Map Inaccuracies
- The new Unique Jumps no. 13 & 14 have been moved somewhere else a while ago. Jumps 18-20 are not mapped yet.
- The Bayside Armoury is not mapped yet.
- The Hankypanky Submarine is not mapped yet.
- Missing Vehicles: LS Police Garage SWAT Van
General Description of Added Features
This section describes the changes from the unmodified game in a general way and hints at the new additions. If you are new to the Chain Game and enjoy exploring, you may want to read this section but skip the following one where the already known extras (basically the found stuff from previous saves) will be described in detail.
Major changes from previous rounds and items which were not previously listed are colored yellow.
- An entirely new set of special surprise vehicles has been added, all of them hidden in garages. How many can you find?
- A few more new vehicles have been added to the game. Most of them can't be used.
- Exports and most mission-unlocked vehicles are available at the start of the game; export spawns will no longer disappear once the car is exported.
- An entire new set of additional vehicle spawns has been added to the map; some are enabled right away, and others will appear as the game progresses.
- You might find a green-colored vehicle in your garage; such vehicles are specially designed to help with certain tasks...
- A number of vehicles have been nudged to avoid spawning conflicts.
- Some original vehicles have been tweaked to spawn a little more reliably such as the Maverick on the LS Skyscraper or parked cars near safe houses. Caution: Some vehicles may spawn suddenly; it is not a good idea stand in the exact location of a missing vehicle.
- In order to improve stability, some of the less useful original vehicles have been removed. These include some of the Karts as well as some vehicles which have another of the same type very close by. For example, rather than having two Dodos right next to each other, you may only see one of them now.
- Three adrenaline pills have been added in Los Santos.
- Jetpacks are available in each of the three major cities but might require some work to get to. Especially so since two of them are hidden at new locations now.
- The Bribe behind the SF Firehouse (in previous rounds) has been moved to what was probably the originally intended location.
- Some additional pickups have been added in some other places. A few additions have been made to these.
- To allow for new pickups, some of the standard pickups have been trimmed (mainly canes and cameras).
- The bridge barriers and some objects will only appear for some players. The details for this round can be found at the top of this posting.
- All clothing (including the specials) is available at the start.
- No complaining about looks. The game will start with a completely random appearance for CJ, including clothes, haircut, tatoos, fat and muscle. Big fun during testing. Whoever does the first turn is encouraged to post a screenshot of the initial CJ. Early callers are encouraged not to change the starting outfit for a couple of turns, so everyone can enjoy. If this feature is becoming popular, a stand-alone script for random outfits might be published.
Missions and Interiors
- The Bike School & Boat School are available at the start; the Driving School icon is visible but it will not unlock until after "Wear Flowers in Your Hair".
- All Race Tournaments are available at the start. Note that "SF to LV" is not completable until the barrier comes down (unless you have the version that doesn't show the barriers, see top of posting); "Military Service" is more difficult because of the barrier, but can be completed. Also, please do not complete "Lowrider Race", "Badlands A", or "Badlands B" until their associated missions have been passed.
- All Vehicle Mod Shops are open at the start and are marked on the radar.
- All Gyms are open at the start. They are marked on the radar, but the SF & LV markers will briefly disappear between the missions "Ryder" and "Drive-Thru".
- Food, Clothing, Barber, Tattoo and Ammunation shops are not altered and follow normal storyline unlocking.
- Some mission-related interiors are open from the start. Most of them will close once their related mission is attempted.
- Finally, a few markers may not lead where you expect them to...
Safehouses and Garages
- The Johnson House is open before Big Smoke.
- The Redsands West property no longer has a usable garage; instead, there is a new "Dock Garage" at Toreno's Ranch which can store boats, amphibious air vehicles, and even small land vehicles. It is usable from the start and marked on radar as a "Boat Yard"; there are also some special objects at each corner of the garage marking its size.
- The car garage and the hangar at the airstrip are usable from the start; this is similar to how the Doherty garage is usable in the standard game.
- Some save garages have increased in size to hold a wider selection of vehicles.
- Some Pay'n'Sprays have increased in size and can support a greater variety of vehicles.
- A few more garages and sprayshops have been tweaked for round 52.
- There is a new Pay'n'Spray enabled behind the LV Dance Club; it is marked on the radar and is very large, so a wide variety of things could be sprayed there...
- Several garages previously used only in missions have been reassigned to more useful tasks at the start of the game. Most of them are marked on the radar.
- The three Police Impounds are marked on the radar.
- The save disk inside Madd Dogg's Mansion has been moved to a new location in the first room on the left; saving there should now avoid the basketball glitch.
Unique Stunt Jumps
- One new unique jump has been added to make a total of 20 new unique jumps, replacing 20 removed original ones. Some of the new jumps are fairly easy and some are extra-challenging.
- Note that 2 of rubregg's "backbreaker" jumps in Foster Valley have been replaced a while ago but are still on the map as jumps 13 & 14. There's 5 unique jumps not yet featured on the map.
- Note that SAMA should show all the jumps and record their status properly.
- Some zones have been adjusted so gang wars can be triggered in SF and in LV.
- Several of the zones have added features and added pedestrians. A few more of these in Round 52.
- Seventeen current and former Chain Game contributors have been honoured in this round; can you find the two new additions and the changed vehicle?
- All boat jumps from previous rounds (and the bribes that came with them) have been removed, except for the Dam Boat Jump and the Amphibious Assault jump pair (which keeps its bribe) [previous feature].
- There are a couple of new ways to make money (or even lose some) if you look around.
- The underwater glitch has been integrated as a feature. Note that CJ swims faster with the Frame Limiter On.
- There are some new ways to travel quickly between cities.
- The 'Pier 69 Lift' teleports cars and bikes.
- Some things can be destroyed sooner rather than later.
- Be sure to look around and check out some of the new additions before doing everything the same old way; you might find something that'll help you do, for example, early vigilante without the Hunter or HPV.
- Some added features are intended to expand on what can be accomplished with 4 wanted stars. For example, a new jump might show you how to enter restricted territory and a special vehicle may help you survive while you're there.
- Some added features are intended to give an introduction to the Chain Game Rallies; that discussion inspired these modifications and will hopefully lead to future fun stuff.
- This round's save can be played indepentently as-is (mind the correct version), the 'restart traps' of earlier rounds are not in place.
- The barriers and map objects should work correctly with your given version. That is, people with the v1 exe and scripts playing the v1 save should see all the barriers and objects properly. And so should people with the v2 exe and the v2 scripts. A hybrid installation is not recommended for the Independent Play saves.
- Also please note that a few of our additions and changes might confuse third-party tools like trainers and save-editors so be especially careful when using them while playing these saves.
- Chain Game 52 v1 for independent play
- Chain Game 52 v2 for independent play
- There are a few things still unmapped which will initially not appear on a feature list. Whenever new things are added we like to keep a bit of mystery about them to encourage exploration and experimentation. We hope you do some investigating, try out new things, take notice of your surroundings, and share your finds with everyone else.
- We have tried to manage the balancing act of adding fun new features while making minimal changes to items from the original game. We have also worked hard to ensure that all changes function under the original game scripts without requiring any modification from the players. Hopefully you will agree that our choices were sound ones.
- Your input is encouraged; please give us your comments regarding this round's features. If you don't want to post them in the topic or the Lounge so as not to clutter it or spoil anything for anyone else, feel free to PM either OrionSR or rubregg. We are particularly interested in issues where new/changed vehicles or pickups are not spawning properly but any feedback is welcome.
- For those who are curious, a variety of tools were used in the creation and testing of this. Up to round 36, pieces of this were made via a custom Darkpacted mission script made with SannyBuilder, modified IPL files and the GTASA Control Center. It was then unified together by hex-editing parts of a couple of different saves together; hex-editing was also used in a couple of cases to overcome limitations of the tools and finish off the features. Saving in the Jefferson Alley was accomplished with CLEO. And, as always, Samutz' GTASnP uploader was invaluable in helping with the design and testing.
- From round 37 on we have substantially changed the creation process of the saves. The original scripts and IPLs are now left completely unchanged and we are integrating all our features with SannyBuilder and a custom CLEO mission. Thanks to OrionSR and Seemann we can now do lots of things with direct memory writes which enables us to get away without hex-editing or custom IPLs.
Detailed List of Added Features
This section contains detailed information about the added special features that have already been found. If you want to avoid spoilers and only get the general idea of our additions, you should skip this chapter and read the previous one instead. Note that none of the new secrets have been included yet. These will be collected in the next posting for now and hopefully integrated here in later rounds.
Major changes from previous rounds and items which were not previously listed are colored yellow.
Some safehouses and some other interiors are linked to a special "armory" (using the LS Big House interior). This armory contains high-ammo pickups for the most used weapons in the game as well as a health pickup and it also has a wardrobe so you can still change your clothes (or get armor) there. You can also save your game, the original Queens save disk has been moved into the armory. Note: Entrance marker for the Sherman Dam Armory added.
- Small 24-7 in West Mulholland, LS
- Whetstone Farm Safehouse (can be used at the start but must still be purchased to reach 100% completion)
- Vank Hoff Hotel Safehouse in Queens, SF (must be purchased to be used)
- Big Pointy Building in Downtown SF (if you take the marker back down after going to the top)
- Sherman Dam (between entrance marker on top of the dam and the Generator Room interior)
- Caligula's Roof (North marker; South one still goes to the Roof)
- Bayside House (the house farthest west and south in Bayside; this is unrestricted territory)
Some markers which used to link to shops now allow quick warping between far-off areas of the map. All portals which lead towards LS and Red County allow bikes and all portals which lead towards other areas allow both bikes and cars. However, most of these markers are quite close to the buildings they used to allow entry to and it may be difficult or even impossible to get a car to go through. Bikes should work for all although you may have to nearly drive up the wall to get it to register.
- The 69-Cent Store near Unity Station, LS connects with the unmarked Barber Shop in El Quebrados
- The 24-7 at the truckstop in Whetstone (near Angel Pine) connects with the unmarked Montgomery Pizza Stack.
- The Binco in Juniper Hill, SF connects with the Binco at the North end of the Strip in LV
- The Victim in Rodeo, LS connects with the Victim in Downtown SF.
- The SubUrban in Jefferson, LS connects with the SubUrban in Creek, LV
Many safehouse garages have been expanded in (virtual) size so that vehicles can fit on the roof as well as inside. This allows you to save small air vehicles as well as cars. Note that you can only see vehicles on the roof if the door is open. The capacity of the garages cannot been changed and is still limited to 4 total vehicles each.
- El Corona Safehouse Garage enlarged
- Mulholland Safehouse Garage enlarged
- Palomino Creek Safehouse Garage enlarged
- Dillimore Safehouse Garage enlarged
- Doherty Garage enlarged
- Whitewood Estates Safehouse Garage enlarged
- Rockshore West Safehouse Garage enlarged
One safehouse garage has been moved to a new location as a special "Dock" garage which can save boats as well as land/air vehicles. Some previously mission-only garages have been assigned new subversive duties. Note that both bomb shops now have a red in-game sphere. They are not marked on the radar though, for lack of a suitable icon. The three Police Impounds have been tweaked for better usability and are now marked on the radar.
- Dock Garage
The Redsands Safehouse garage has been disabled and replaced with a Dock Garage at Toreno's Ranch. This dock is marked on the map with an anchor icon and special objects have been placed at the corners of the garage to mark its boundaries. The Dock Garage is usable from the start of the game, even before Toreno's place gets a save icon.
- Los Desperados Bomb Shop
The garage in the alley in El Corona used during the mission "Los Desperados" has been internally renamed and turned into a bomb shop (remote detonation bombs). It will remain operational even after the mission is passed.
- Cesar's Bomb Shop
The garage behind Cesar's house in El Corona has been turned into a bomb shop (ignition trigger bombs); it will also be opertational for the entire game.
- LSPD Impound
The western boundary has been moved inward to exclude a random car spawn.
- SFPD Impound
Ceiling and floor have been tweaked so impounded motorcycles or bicycles should be visible in the impound zone (instead of the ceiling). The impound zone has been rotated so impounded vehicles will face forward, and moved slightly to the north to exclude random car spawns. A Towtruck has been placed which roughly marks the north-eastern corner of the moved impound zone.
- LVPD Impound
The impound zone has been rotated so impounded vehicles will face forward.
Some Pay'n'Sprays now have a larger size so that air vehicles can be sprayed by landing on the roof.
- Dillimore PnS enlarged.
- Juniper Hollow PnS enlarged some more. The camera has been tweaked so it follows the player; this makes landing aircraft on the roof a lot easier. Please report back if this PnS behaves oddly (glitch hunt, not feature hunt).
A Pay'n'Spray that is normally locked and unused has been relocated and enlarged; this is a normal PnS. Also, several previously mission-only garages have been assigned spray duties for some of the time; these function the same as Michelle's PnS - they are free and display the "girlfriend has fixed your vehicle" message. Note that free Pay'n'Sprays still require that you have at least $100 in your pocket even though they do not charge you. All Pay'n'Sprays are now marked on the radar. Pay'n'Sprays that will close as the game progresses should have their markers disappear shortly before the PnS closes (as described below). The others have permanent markers.
- Disco PnS
A previously unused PnS has been moved to East LV behind the Dance Club. It is marked on the radar with the standard spray icon and functions normally. However, it has no visible door so at ground level it is accessible from 3 directions and the changed camera angle can be a little tricky to deal with. Also, it is large enough that air (or other) vehicles which land on the roof will be sprayed as well.
- Life's a Beach PnS
The garage in Commerce, LS used in the mission "Life's a Beach" functions as a free PnS during the early part of the game. Once that mission is passed, the garage closes. The radar marker for this PnS should disappear after the mission "OG Loc", shortly before the garage closes.
- Puncture Wounds PnS
The garage next to the Angel Pine Ammu-Nation used in the mission "Puncture Wounds" (if you let it get that far) functions as a free PnS for part of the game. Once that mission is passed, the garage closes. The radar marker for this PnS should disappear when Wang Cars is purchased, shortly before the garage closes.
- T-Bone's PnS
The garage in Ocean Flats, SF (a block South of Wheel Arch Angels) used in the mission "T-Bone Mendez" (if you let it get that far) functions as a free PnS for part of the game. Once that mission is passed, the garage closes. The radar marker for this PnS should disappear during the mission "Jizzy", shortly before the garage closes.
- Woozie's PnS
The garage next to Woozie's shop in Chinatown, SF intended for the mission "Ran Fa Li" but never actually used in the standard game functions as a free PnS; this garage has been internally renamed and remains open for the entire game.
- Interdiction PnS
The garage in El Castillo del Diablo, Bone County used in the mission "Interdiction" functions as a free PnS. When you pass the mission the garage door comes down, but the door is unsolid. Thus you can walk through it back into the garage and get in the vehicle you just left, or drive something else through the door later to get the door to stay open. So this PnS is accessible the entire game.
- Michelle's PnS is open and free from the start of the game.
New Objects and Interiors
Some extra stuff added to the map.
- SFPD Interior
The Dillimore Police Station now links to the previously-unused SFPD Interior. Note that the displayed name will still say "LSPD Headquarters" when you enter it, but it functions normally. As with other police interiors, there are several pickups inside and if you pull out a gun, they'll hit you with a 2-star wanted level.
- Sunken Pirate Ship
In the murky waters below the Dock Garage at Toreno's Ranch (see above) you'll find a sunken wreck. It's best to explore using the Underwater Glitch though since diving pretty much requires max lung capacity and health to survive.
- Sunken Submarine
The Pirate Ship has company; find a sunken submarine near the undrowning glitch zone at Hankypanky Point [previous feature].
- Dock Garage Boundaries
Some flaming skulls and some lightposts mark the corners of the Dock Garage; they look especially cool at night.
- Truth's Crops are there at the start of the game; you can burn them down if you wish (just for fun) and they should reappear if you restart SA and load a Chain Game 36 save again. If playing the forum saves with the version 2 exe, the crops will be permanently destroyed following the mission "Are You Going to San Fierro?" but players using the version 1 exe should still see them until "Yay Ka-Boom-Boom" is passed. If playing the Independent Play saves, the crops should not exist after "Are You Going to San Fierro?" regardless of exe version.
- The floor of the ground level of Big Smoke's Crack Palace is solid at the start of the game.
- The Area 69 Access Vent has been moved out of the way. It will be put back in place after "The Black Project" though.
- Various Ramps have been added to the map: [previous feature]
- A ramp between Montgomery and Hampton Barns for the reworked Early LV Access jump (see below).
- 2 ramps at the northern end of Foster Mall, one inside and one on the roof; loosely connected to the Foster Mall jump (see below).
- A water ramp at the Sherman Dam for a spectacular boat stunt.
- 2 water ramps for jumping boats over the Amphibious Assault ship, grabbing the bribe that has been placed there.
- Saving at Madd Dogg's Mansion
The save disk in Madd Dogg's Mansion has been moved from the location near the back door to the first room on the left ("the library"). While still near the door, this location is far enough away from the interior basketball court that it should prevent the Basketball Glitch; thus saving at Madd Dogg's place is no longer discouraged in the Chain Game.
- The armor pickup in the dark room opposite the recording studio in Madd Dogg's mansion will now respawn if picked up; in the orginal game once you grabbed it, it was gone.
- A bribe inaccessible in the standard game has been moved. It's no longer in the narrow alley behind the SF Fire Station as in previous rounds but has been moved to what was probably the originally intended location. It looks as if a minus sign got toggled for one coordinate somewhere during the original coding. Removing that minus sign gives a pretty neat new location.
- A number of vehicles have been nudged to avoid spawning conflicts (some of the export vehicles, school rewards, airstrip vehicles, SF Firetrucks, and a few others). In all but one case the new location is quite close to the original one; the one exception is the export Sanchez which now spawns at Catalina's Fern Ridge hideout.
Missions, locations, and other things made available earlier to expand what can be done at the start of the game.
- Basketballs spawn on all the courts at the start of the game so you can play the basketball minigames earlier.
- All Race Tournaments (i.e. Street Races and LV Air Races) are available at the start of the game; barriers between islands may render some of them difficult or even impossible. Note that you will not receive the phonecall from Jethro about the race tournaments.
Bike School and Boat School are open at the start of the game. Driving School is marked on the radar but cannot be attempted until the mission "Wear Flowers in Your Hair" is passed; note that you will not receive the phonecall from Jethro about the Driving School following the "Deconstruction" mission.
- All Vehicle Mod Shops are open at the start of the game and are marked on the radar.
- All Gyms are open at the start of the game. They are marked on the radar, but the SF & LV markers will briefly disappear between the missions "Ryder" and "Drive-Thru".
- Several safehouses are open earlier than normal.
- The Johnson House is open at the start of the game; thus you can save there prior to completing the mission "Big Smoke".
- The Whetstone Farm Safehouse is open from the start of the game even though it can't yet be purchased; you will still have to buy it later to reach 100% completion.
- Also, most of the Armory Hideouts (see above) are open from the start.
- Several safehouse garages are open earlier than normal. Much like the Doherty garage, they give you a place to stash a car for 4-star fun.
- The garage at the Verdant Meadows Airstrip is open from the start of the game.
- The hangar at the Verdant Meadows Airstrip is open from the start of the game.
- Several (mostly mission-related) Interiors are accessible at the start of the game but may close later.
- Zero's RC Shop is open from the start and probably won't close.
- Crack Den is open from the start but will close once "Cleaning the Hood" is attempted.
- Madd Dogg's Crib is open from the start but will close once "Madd Dogg's Rhymes" is attempted and will remain closed until "A Home in the Hills" is passed.
- Vagos Gang House is open from the start but will close once "Burning Desire" is attempted.
- The Pleasure Domes club is open from the start of the game but will close once "Ice Cold Killa" is attempted.
- Sindacco Abattoir is open from the start but will close once "The Meat Business" is attempted.
- Planning Department is open from the start but will close once "Architectural Espionage" is attempted.
- Big Smoke's Crack Palace is open from the start of the game and should never close.
New Unique Stunt Jumps
The original game's unique stunt jumps are gradually being replaced by our own jumps. Some of these highlight ways to get in and out of hard-to-reach places, others showcase special features of the modification, a few encourage participation in the Chain Game Rallies, and some are just cool. There are currently 20 new jumps; because these all replace original jumps, the count remains at 70 and SAMA will properly display all of them. Note that the two most difficult jumps from rounds 22 and 23 (jumps 13 & 14 on the map) have been replaced with easier-to-complete jumps in the same area. Unmapped jumps are coloured yellow. For the rest, the numbers match the entries in the map. All of these jumps have been reworked for round 37.
- LV Pyramid to PnS
- Isolated Mound South of Montgomery
- Jump over plane at LS Airport
- Tunnel into SF Airport
- Mt Bike Rooftop jump in Downtown SF
- NRG Rooftop jump in Downtown SF
- Underwater Mound in Red County
- Fern Narrows jump
- Isolated Tree near Blueberry
- Early LV access jump
- Yacht Harbor Sign at Santa Maria Pier
- LS Airport Roof
- Foster Mall
- Foster River
- LV Fuel Depot (KACC)
- Fallen Tree in Panopticon
- Speed or Splash; South of Blueberry
- Shady Creek North
- Shady Creek Delta
- ??? [new jump round 37]
We have added a few new pickups to spice up the game; most are located in the Armory Hideout, but there is some interesting stuff outside too. Note that pickups marked 'fast respawn' will generally regenerate in less than a minute although you do have to leave the immediate area and come back to grab them again; weapons which have shared ammo with others in their class cannot be marked 'fast respawn' however because of the possibility of nullifying their ammo count. Note also that due to the restricted size of the pickup pool a few of the original pickups have been cut to make room for our additions.
- Armory Hideout
- 9mm Pistol; 500 ammo (fast respawn)
- Silenced Pistol; 500 ammo (fast respawn)
- Desert Eagle; 500 ammo (fast respawn)
- Tec-9; 500 ammo
- Micro SMG (uzi); 500 ammo
- SMG (MP5); 1000 ammo
- Chrome Shotgun; 500 ammo
- Sawn-off Shotgun; 500 ammo
- Combat Shotgun; 500 ammo
- AK-47; 1000 ammo
- M-4; 1000 ammo
- Sniper Rifle; 250 ammo (fast respawn)
- Molotovs; 100 ammo (fast respawn)
- Teargas; 100 ammo (fast respawn)
- RPG; 250 ammo (fast respawn)
- Heat-Seeker; 250 ammo (fast respawn)
- FlameThrower; 2000 ammo (fast respawn)
- Minigun; 1500 ammo (fast respawn)
- Health (fast respawn)
- Knife (fast respawn)
- Parachute (fast respawn)
- IR Goggles (fast respawn)
- LS Jetpack; hidden at new location
- SF Jetpack; Chinatown rooftop (requires some clever climbing)
- LV Jetpack; hidden at new location
- Adrenaline Pills
Working similar to pills in previous games; time slows for CJ for a brief time and he's a little more powerful.
- Adrenaline Pill (fast respawn) in Jefferson; by train tracks across from church
- Adrenaline Pill (fast respawn) in Glen Park; alleyway North of park
- Adrenaline Pill (fast respawn) in Ganton; along Grove St under overpass
- Asset Pickups
Just like the assets in the original game, money only increases when you are nearby.
- Pirate Booty (on deck of sunken ship): 65k per day max; 250k overall max
- Four Dragons (interior): 25k per day max; 25k overall max
- "Ufo Curse"
- A money pickup with negative cash value has been added to the game. It will subtract $5 million and can only be picked up once, after that it's gone.
- It is hidden somewhere in the woods, near a big rotating Ufo.
- If CJ goes to LV while in more debt than he could borrow from the casinos (gambling skill), he'll get attacked by Mafia hit squads. If you kill them, make sure to pick up their money - they are loaded.
- When in debt, CJ can't buy anything including food. The only way not to lose fat (and eventually muscle) is to take girlfriends out on food dates, these meals are for free.
- There's another one-time-only money pickup which revokes the Ufo Curse. It's rather well hidden though.
- Miscellaneous Additions
- Armor (fast respawn) in every wardrobe
- Parachute (fast respawn) on Caligula's Roof (South side)
- Health in SFPD Interior
- One bribe has been added to spice up the Amphibious Assault boat jumps (see 'New Objects & Interiors' above). It is set to fast respawn.
- Tweaked Original Pickups
- One originally inaccessible bribe has been moved to a new location (see 'Bug Fixes' above).
- All parachutes are set to fast respawn.
- Removed Original Pickups
- The 3 help text pickups for getting busted and wasted have been removed (outside LSPD and LS hospitals).
- The inaccessible fire extinguisher at the LS Donut Shop has been removed.
- 8 canes from the original game have been removed to make room for our additions; there are still at least 2 cane pickups in each of the major cities.
- 10 cameras from the original game have been removed to make more room for additions; there are still 9 cameras left around SF, plus the one in the Johnson House.
Stats, skills and other things related to the player himself.
- All the buyable clothing and all specials are available in your wardrobe at the start of the game.
- CJ's appearance will be completely random at the start of the game. This includes clothes, haircut, tatoos, fat and muscle.
- Armor has been increased by 100; this means that an armor pickup prior to the vigilante mission will give you 200 armor and one after completing vigilante will give you 250 armor.
- CJ starts with 16% Driving Skill (8-Track requires 20%)
- CJ starts with 16% Flying Skill (the airport gates require 18%)
- Added Vehicle Spawns
Most of the added vehicle spawns are marked on the map. Note that some of them are not enabled at the start but will appear gradually as the game progresses.
- Garaged Special Vehicles
Several safehouse garages have been seeded with unique vehicles to serve particular purposes such as 4-star fun or the Chain Game Rallies; many have custom wheels and extra NOS and those with green colorings usually have some sort of proofing as well.
- Santa Maria: Explosion- & Fire-proof engineless green NRG; intended for Katie Jumps Rally
- Mulholland: Bullet- & Fire-proof FBI Truck with 127x NOS; intended for early Vigilante
- Palomino Creek: Bullet-proof black Bullet with 127x NOS; intended for Badlands Endurance Rally
- Palomino Creek: engineless red NRG; intended for Skipping Palomino Rally
- Doherty: Bullet- & Fire-proof green Cabbie with 127x NOS; intended for 4-star Taxi Driver
- Paradiso: engineless yellow NRG; intended for general stunting
- Dock: Everything-proof Squalo; intended for boat stunts although it still takes damage from collisions
- Fort Carson: Everything-proof green Sandking with 127x NOS; just because we love Sandkings
- Verdant Meadows Garage: Bullet- & Fire-proof green painted Broadway with 127x NOS; intended for 4-star Pimping
- Verdant Meadows Garage: Bullet- & Fire-proof SWAT Van; intended for Vigilante Challenge
- Verdant Meadows Hangar: Everything-proof green Rustler; intended for air stunts
- Verdant Meadows Hangar: Everything-proof green Stunt plane; intended for air stunts
- Prickle Pine: engineless blue NRG; intended for general stunting
- Prickle Pine: Bullet- & Crash-proof green Tractor; intended for "Misappropriation" Buffalo collection
- Whitewood: Everything-proof green FBI Rancher with 127x NOS; intended for Vigilante fun
- Rockshore: Everything-proof green painted Sultan with 127x NOS; intended for Homie-assisted gang wars
- Custom License Plates
All of the custom license plates for non-mission vehicles have been altered to reflect the Chain Game and to honor past and present contributors. Note that this is still the list from the previous round - can you find the changes?
CHAIN4L Sweet's Greenwood (outside of missions) now proclaims his love for the Chain Game. GTAF Ryder's Picador plate now reads GTAF. ANURAG Dark red Super GT near Driving School honors crazyanurag and his excellent City Slicking skills. DINKI-DI Red Sabre at Mulholland Safehouse honors zmoonchild and mimics his actual car. GIRISHB Blue Jester in Paradiso honors girishb. HERRIEM Seafoam Comet in Creek honors HerrieM. HMVARTAK Hotknife in Whitewood honors hmvartak whose Chain Game Uploader and other SA webtools are priceless. J A J Black & White Phoenix in Doherty honors JAJ who has been running the Chain Game for 36 rounds now, going strong. ORIONSR Random car in Royal Casino parking garage honors OrionSR. PDESCOBR Woodrose Romero at Las Brujas honors pdescobar who has started modding Chain Game saves back in round 5. PHREAK Blue Infernus on seabed near the Panopticon honors GTA Phreak and his mastery of the "undrowning" glitches and underwater features. GLENSTER Silver Turismo in Prickle Pine honors glenster. RUBREGG Vermilion Cheetah in Rockshore honors rubregg. JAJS BRO Camouflage Sandking at Mulholland Armory honors jaj's brother. SAMUTZ Monster truck in Dillimore honors Samutz whose GTASnP Uploader is invaluable.
Arcade Game Easter Eggs
The four Arcade Games have special messages embedded in the initial high score list.
- "They Came From Uranus" honors Plaka from GTAForums.
- "Duality" honors quartet1977 from GTAForums.
- "Go Go Space Monkey" honors Morgoth22 from the GameFAQs forums and the SA PC Record Book.
- "Lets Get Ready to Bumble" has rubregg's reply to the special get-well-message from previous rounds.
- The starting save loads in the Jefferson Alley at 6:30. The blinking radar & message to head towards Grove Street are both intact, as is the Grove Street arrival audio. Also, the in-game map "graying" is intact.
- The Homeless Peds scripts are not enabled.
- NPC Group members are accepted at Gyms, Warps, Dillimore PD, and Smoke's Palace.
- hmvartak has made a new uploader for the Chain Game. It's basically an integration of id patcher, .b file uploader, Chain Game Checker and SAMA tools. It also uses the same handy download slot selection like Samutz's uploaded/downloader. We encourage it's use.
Here is hmvartak's description:
- Automatic ID conversion just like Samutz uploader is having.
- Besides the last mission name and exe version, it also provides progress made in percentage.
- It warns the player if the game is not saved with full armor.
- It does not accept a save file if the player has used cheats. It also refuses to upload the file if the game was saved after getting wasted or busted.
- It analyzes each file and gives you the list of completed and incomplete missions.
- Primary designer: rubregg
- Lots of help and coding: OrionSR
- Based on original code by: OrionSR and pdescobar
- Priceless coding tips: Seemann
- Testing and ideas: JAJ, radioman, Unlimited, zmoonchild, jaj's brother
- Special thanks to GTA Phreak for his help with the gang war testing and for the inspriation behind the water features.
- The Chain Game is hosted by:
The Chain Game Officers are:
Inactive Chain Game Officers:
- I would like to thank crazyanurag, ajkhan316', Plaka, Tornado Rex and Wolf68k for helping put this together.
Also thanks to:
- OrionSR, pdescobar and rubregg for the starting save.
- crazyanurag for organizing the original format & the Supplement.
- meth. for the 100% checklist.
- pdescobar for the banner artwork.
- Samutz and hmvartak for their special chain game oriented uploader/downloaders.
- pdescobar for the v2 ID patcher program.
- girishb for the chain game stats & checklist maintenance.
- rubregg for the new front page layout.
- I got the idea for the Chain Game from OrionSR in August 2005.
- ...Have fun playing!