There's nothing like GTA: Online, for better and for worse
The promise of Grand Theft Auto: Online is an intoxicating one. GTAV’s world remains one of, if not the most remarkable in gaming history, and the idea that you and a group of friends can team up and wreak havoc upon that world seems too good to be true. To some extent, it is too good to be true. GTAO suffers from a myriad of technical issues and limitations, including ridiculous loading times, crashes, game-breaking glitches, and terrible anti-cheat. It’s like a complicated, unwieldy machine with hundreds of unseen components. If it fails, your only two options are to start from scratch, or give up. But when it all comes together, when you finally find your friends after five minutes of loading screens and ten minutes of yelling at each other on Discord to “go here”, the experience is unparalleled. The first few hours we spent roaming the world were violent co-op magic, like a depraved, extravagant Scorcese montage with a body count that would turn eyes at the ICJ. We did missions, did drugs, blew things up, got haircuts, bought clothes, bought cars, stole cars, shot police, shot pedestrians, and of course, shot each other. Being homebound due to Covid, our at-first daily, then weekly GTA sessions kept us connected, the first time a game had done so since our short-lived Minecraft phase in March of last year. But yesterday, as we failed the same section of the Diamond Casino Heist for about the twentieth time, one of my friends broke the silence. “Is anyone having fun?” Several months ago, I posted a rant on this subreddit about the singleplayer, bemoaning its weak story, poor gunplay, unnoticeable progression, and surprisingly empty open-world. I stand by what I wrote, perhaps even more so now that I see how much more compelling GTAV could have been if it had included online’s heists, vehicles, and properties as DLC. That said, online is not without fault. While there’s a massive catalogue of things to buy, the grinding necessary to purchase these things is awful, making even Cookie Clicker feel productive. GamesRadar says the Heists, which themselves require expensive properties and a substantial initial investment to initiate, net you about 400k an hour, which isn’t all that much considering how much vehicles and properties cost. We realized early on that the disparity between GTAO’s prices and its payouts was a manufactured pain point, the remedy being the game’s overpriced Shark Cards. Rather than dig out our wallets, we abided by GTA’s longstanding moral tradition and hacked ourselves enough money to buy every car, every property, and every weapon in the game. But even without the grind to worry about, GTAO had no qualms with wasting our time. The loading screens are the most obvious example of this, but these are, I believe, unavoidable given the scope of what you’re loading into. Where it’s less forgivable is in the tedious minutiae and the absence of systems that should be present. The more we played, the more frustrated I became. Why can I only fast travel to my properties as a CEO? Why can’t I claim all destroyed vehicles at once? Why can’t I skip these stupidly long cutscenes? Why do I have to wait to spawn in a vehicle? In a way, it makes the same mistake as its singleplayer counterpart. Though it has incredible setpieces that you won’t find in any other game, the vast majority of your time is spent preparing for them. I don’t believe games should have infinite longevity, so I don’t fault GTAO for losing its sheen after eighty-some hours. Overall, I had a good time. Tearing through hordes of cops in a pink Insurgent. The terrific Pacific Standard Heist. Getting picked up by my friend in a disgusting anime car that he claimed wasn’t his. Being repeatedly stalked and kidnapped over the course of several weeks by a hacker named “JOE BIDEN” who’d drive me around the map at light speed and drop boats on my head as I’d try to flee. And above all, having the opportunity to hang out with my friends during a pandemic. These are all experiences I’ll remember. The hours I spent in loading screens, driving from one side of the map to the other for the hundredth time, and listening to Lester talk about skinny dipping? I’ll remember those too, though nowhere near as fondly.
[December 15, 2020] – New Content in Grand Theft Auto Online
The Cayo Perico Heist has been added to GTA Online. In this update, players are contacted by Miguel Madrazo who will task them with infiltrating one of the most secure private islands in the entire world, evading or neutralizing the heavily armed security forces stationed there, and escaping with valuable evidence along with as much art, gold and drug money as they can carry. Players must scope, prep, and execute the Heist either solo or with up to three other players and will have the opportunity to access several new weapons and vehicles along the way.
The Cayo Perico Island has been added to GTA Online. The Island consists of several different key locations that players can explore while scoping for the Heist, including a beach party where new DJ collective Keinemusik performs an exclusive set. Upon completing the Heist as leader, players can return to the Cayo Perico beach party at their convenience and invite others along for the journey.
The Kosatka has been added to GTA Online. The Kosatka is a new driveable Submarine property that acts as a base of operations for planning The Cayo Perico Heist. The Kosatka can be customized with Guided Missiles, a Sonar Station, and a Weapon Workshop. The Kosatka also comes with a Moon Pool where players can store the new Sparrow, Kraken Avisa and Pegassi Toreador vehicles.
The Music Locker has been added to GTA Online. The Music Locker is a new Nightclub located underground below The Diamond Casino & Resort, which acts as a social hub and is where players can first meet Miguel Madrazo to learn about The Cayo Perico Heist. The Music Locker is also the venue that showcases new DJs added with this update.
One new DJ has been added to GTA Online. Players can see this new DJ perform at The Music Locker:
Moodymann
A new feature to toggle strobe lights in The Music Locker has been added. In the Style section of the Interaction Menu, the strobe light toggle can be found, listed as “Music Locker Strobes” and can be toggled on or off.
New DJ Request Missions have been added to GTA Online for owners of the Casino Penthouse who have completed The Cayo Perico Heist. Players will earn special rewards for completing these requests.
Two new Radio Stations have been added:
K.U.L.T 99.1 FM
Still Slipping Los Santos
Two existing Radio Stations have been updated with all-new mixes and tracks:
Worldwide FM
FlyLo FM
New Hidden Cache collectibles have been added to GTA Online. Players can find up to 10 Hidden Caches on the ocean floor around San Andreas each day. Players who own the Kosatka Sonar Station can blip the Caches on their radar. Players are rewarded with GTA$ and RP for finding these Hidden Caches.
Nine new vehicles have been added to GTA Online:
Kosatka
Sparrow
Kurtz 31 Patrol Boat
Vapid Winky
Shitzu Longfin
Kraken Avisa
Annihilator Stealth
RO-86 Alkonost
Pegassi Toreador
One new weapon, the Military Rifle, has been added to GTA Online and can be purchased from Ammu-Nation stores.
Additional new weapons have been added to GTA Online and can be unlocked on Cayo Perico.
Over 180+ items of clothing have been added for both Male and Female characters in GTA Online.
Over 30+ Tattoos have been added to GTA Online.
Nine new Face Paints have been added to GTA Online.
Six new celebration emotes have been added to GTA Online, which can be used while dancing:
Crowd Invitation
Driver
Runner
Shooting
Suck It
Take Selfie
Several new Awards related to The Cayo Perico Heist have been added to GTA Online, including the opportunity for players to earn up to 1.4 million in bonus GTA$ for various Heist challenges.
Five new styles of Blackjack tables and four new styles of Three Card Poker tables are available for purchase for players who own a Casino Penthouse and the Private Dealer. They can be purchase from the Casino Shop using Chips and equipped using the Interaction Menu.
GTA Online Fixes
Game Stability and Performance
Fixed several issues that caused game crashes, freezes and other stability problems
Fixed a stability issue that caused high memory usage for PC players, which could have led to pausing/stuttering on low specification hardware
Fixed an issue that may have caused players to get stuck on a black screen during transitions between GTA Online content
Matchmaking & Networking
Fixed an issue that resulted in players getting stuck on the sky camera after attempting to use the ‘Quick Job’ option to enter a Casino Heist lobby
Fixed an issue that resulted in players remaining in the same session after using the 'Find New Session’ option
Fixed an issue that resulted in players getting stuck on a loading screen when accepting a Job invite while inside the Arcade
Fixed an issue that may have caused network errors during the race portion of the GTA Online Tutorial
Fixed position sync issues with the Rune Zhaba vehicle when some players in a GTA Online session are running at a high framerate
Content
Fixed an issue that resulted in the news van getting stuck on a sign stopping Mission progression during the Casino Work Mission – Fake News
Fixed an issue that caused the Casino Heist Prep Mission – Duggan Shipments to end unexpectedly after launching
Fixed an issue that caused the Police Van from the Casino Heist Random Encounter – Patrick McReary to appear during an Open Wheel Race
Fixed an issue that resulted in the Mission starting with 3 seconds on the timer in the Casino Heist Random Encounter – Patrick McReary
Fixed multiple instances of incorrect button prompts that were present in several Arcade Games on the Japanese version of the game
Fixed overlapping text that was present in the Arcade Game – QUB3D
Fixed an issue that resulted in players with restricted accounts being able to see the custom initials of players on the high score screen of Arcade Games
Fixed an issue that caused the Movie Props Hidden Collectibles to be missing from their intended location
Fixed an issue that caused Lester’s car to not be drivable in the Heist Mission: Fleeca Job – Scope Out
Fixed an issue that caused players to be stuck with no functionality in the Heist Mission: Fleeca Job – Scope Out
Fixed an issue that resulted in players getting stuck after trying to launch the Heist Mission: Fleeca Job – Scope Out
Fixed an issue that resulted in players being unable to use the skip trip functionality in the in the Heist Mission: Prison Break – Plane
Fixed incorrect objective text that was present in the Heist Mission: Prison Break – Station
Fixed an issue that caused players to fall through the map during the Casino Heist – Finale
Fixed an issue that caused players to be taken into a Casino Heist Mission after not choosing an option on the Next Job Voting Screen, despite having made no Casino Heist progress
Fixed visual issues that were present after quitting spectator mode during the Adversary Mode – Every Bullet Counts
Fixed an issue that resulted in players being unable to re-equip rebreathers during the A Superyacht Life Mission – Salvage
Fixed an issue that resulted in players being unable to use their weapon wheel during the A Superyacht Life Mission – Salvage
Fixed an issue that resulted in players losing camera functionality in the Gerald’s Last Play Mission – Make Ends Meat
Fixed a button conflict that was present in the Arena War – Game Masters
Fixed an issue that resulted in players falling under the map after modding a vehicle in the Arena Workshop Property
Fixed an issue that resulted in players being unable to deliver Cargo during the Business Battle – Assassination
Fixed an issue that resulted in players getting stuck on the objective ‘Hack the Security Panel' in the Business Battle – Factory Raid
Fixed an issue that caused the Mission to instantly fail after launching a Sell Mission
Awards and Daily Objectives
Fixed an issue that caused the Daily Challenge – 'Participate in the Featured Series' to not register correctly
Properties
Fixed issues that resulted in players’ Arcade set up progress getting reset
Fixed an issue that resulted in players getting stuck after drinking at the Arcade bar
Fixed camera issues that were present when entering the Arcade
Fixed an issue that resulted in players losing movement functionality after storing the Enus Paragon R (Armored) in their Office Garage
Fixed helicopter spawning issues on the Yacht
Fixed visual issues that were present with the Office Garage cutscene
Fixed an issue that resulted in players being unable to exit their Arcade after accepting an invite
Fixed an issue that resulted in players getting stuck on a loading screen after driving into the Arena Garage
Vehicles
Fixed an issue that prevented several variations of vehicle cinematic cameras from appearing for all vehicles
Fixed an issue that caused the Bravado Gauntlet Classic’s trade price to be displayed incorrectly on the Benny's Original Motorworks site
Fixed an issue that prevented Cargobob helicopters from being able to pick up the Vapid Peyote Custom using the hook
Fixed several miscellaneous model and texture issues for the following vehicles:
Invetero Coquette D10
Bravado Gauntlet Classic Custom
Albany Manana Custom
Vapid Peyote Custom
Bravado Youga Classic 4x4
Clothing
Fixed clipping issues that were present with several of the ‘Open Shirts’ and ‘Open Party Shirts’
Fixed several miscellaneous clipping and texture issues for the following clothing items:
Animal masks (and other larger mask options)
Tucked Short Shirt variants
Untucked Short Shirt variants
Sport Shorts
Yacht Captain outfit
Miscellaneous
Reduced the frequency that the player will receive call, text and email notifications regarding content from previous GTA Online content updates
Fixed an issue that resulted in vehicles not arriving after being requested from Ms. Baker
Fixed an issue that resulted in players being unable to interact with certain activities in the Casino
Fixed an issue that caused the Avenger’s entrance trigger to not be visible to players
Fixed an issue that resulted in spectators being unable to swap filters
Fixed an issue where PlayStation 4 players without a PS Plus subscription would not be directed to the correct menu when attempting to access GTA Online
Story Mode
Fixed an issue that caused some weapon magazines and attachments to be missing during cutscenes
Patch Notes for Cayo Perico Heist Update 1.52 [December 15, 2020] – New Content in Grand Theft Auto Online
The Cayo Perico Heist has been added to GTA Online. In this update, players are contacted by Miguel Madrazo who will task them with infiltrating one of the most secure private islands in the entire world, evading or neutralizing the heavily armed security forces stationed there, and escaping with valuable evidence along with as much art, gold and drug money as they can carry. Players must scope, prep, and execute the Heist either solo or with up to three other players and will have the opportunity to access several new weapons and vehicles along the way.
The Cayo Perico Island has been added to GTA Online. The Island consists of several different key locations that players can explore while scoping for the Heist, including a beach party where new DJ collective Keinemusik performs an exclusive set. Upon completing the Heist as leader, players can return to the Cayo Perico beach party at their convenience and invite others along for the journey.
The Kosatka has been added to GTA Online. The Kosatka is a new driveable Submarine property that acts as a base of operations for planning The Cayo Perico Heist. The Kosatka can be customized with Guided Missiles, a Sonar Station, and a Weapon Workshop. The Kosatka also comes with a Moon Pool where players can store the new Sparrow, Kraken Avisa and Pegassi Toreador vehicles.
The Music Locker has been added to GTA Online. The Music Locker is a new Nightclub located underground below The Diamond Casino & Resort, which acts as a social hub and is where players can first meet Miguel Madrazo to learn about The Cayo Perico Heist. The Music Locker is also the venue that showcases new DJs added with this update.
One new DJ has been added to GTA Online. Players can see this new DJ perform at The Music Locker:
Moodymann
A new feature to toggle strobe lights in The Music Locker has been added. In the Style section of the Interaction Menu, the strobe light toggle can be found, listed as “Music Locker Strobes” and can be toggled on or off.
New DJ Request Missions have been added to GTA Online for owners of the Casino Penthouse who have completed The Cayo Perico Heist. Players will earn special rewards for completing these requests.
Two new Radio Stations have been added:
K.U.L.T 99.1 FM
Still Slipping Los Santos
Two existing Radio Stations have been updated with all-new mixes and tracks:
Worldwide FM
FlyLo FM
New Hidden Cache collectibles have been added to GTA Online. Players can find up to 10 Hidden Caches on the ocean floor around San Andreas each day. Players who own the Kosatka Sonar Station can blip the Caches on their radar. Players are rewarded with GTA$ and RP for finding these Hidden Caches.
Nine new vehicles have been added to GTA Online:
Kosatka
Sparrow
Kurtz 31 Patrol Boat
Vapid Winky
Shitzu Longfin
Kraken Avisa
Annihilator Stealth
RO-86 Alkonost
Pegassi Toreador
One new weapon, the Military Rifle, has been added to GTA Online and can be purchased from Ammu-Nation stores.
Additional new weapons have been added to GTA Online and can be unlocked on Cayo Perico.
Over 180+ items of clothing have been added for both Male and Female characters in GTA Online.
Over 30+ Tattoos have been added to GTA Online.
Nine new Face Paints have been added to GTA Online.
Six new celebration emotes have been added to GTA Online, which can be used while dancing:
Crowd Invitation
Driver
Runner
Shooting
Suck It
Take Selfie
Several new Awards related to The Cayo Perico Heist have been added to GTA Online, including the opportunity for players to earn up to 1.4 million in bonus GTA$ for various Heist challenges.
Five new styles of Blackjack tables and four new styles of Three Card Poker tables are available for purchase for players who own a Casino Penthouse and the Private Dealer. They can be purchase from the Casino Shop using Chips and equipped using the Interaction Menu.
GTA Online Fixes
Game Stability and Performance
Fixed several issues that caused game crashes, freezes and other stability problems
Fixed a stability issue that caused high memory usage for PC players, which could have led to pausing/stuttering on low specification hardware
Fixed an issue that may have caused players to get stuck on a black screen during transitions between GTA Online content
Matchmaking & Networking
Fixed an issue that resulted in players getting stuck on the sky camera after attempting to use the ‘Quick Job’ option to enter a Casino Heist lobby
Fixed an issue that resulted in players remaining in the same session after using the 'Find New Session’ option
Fixed an issue that resulted in players getting stuck on a loading screen when accepting a Job invite while inside the Arcade
Fixed an issue that may have caused network errors during the race portion of the GTA Online Tutorial
Fixed position sync issues with the Rune Zhaba vehicle when some players in a GTA Online session are running at a high framerate
Content
Fixed an issue that resulted in the news van getting stuck on a sign stopping Mission progression during the Casino Work Mission – Fake News
Fixed an issue that caused the Casino Heist Prep Mission – Duggan Shipments to end unexpectedly after launching
Fixed an issue that caused the Police Van from the Casino Heist Random Encounter – Patrick McReary to appear during an Open Wheel Race
Fixed an issue that resulted in the Mission starting with 3 seconds on the timer in the Casino Heist Random Encounter – Patrick McReary
Fixed multiple instances of incorrect button prompts that were present in several Arcade Games on the Japanese version of the game
Fixed overlapping text that was present in the Arcade Game – QUB3D
Fixed an issue that resulted in players with restricted accounts being able to see the custom initials of players on the high score screen of Arcade Games
Fixed an issue that caused the Movie Props Hidden Collectibles to be missing from their intended location
Fixed an issue that caused Lester’s car to not be drivable in the Heist Mission: Fleeca Job – Scope Out
Fixed an issue that caused players to be stuck with no functionality in the Heist Mission: Fleeca Job – Scope Out
Fixed an issue that resulted in players getting stuck after trying to launch the Heist Mission: Fleeca Job – Scope Out
Fixed an issue that resulted in players being unable to use the skip trip functionality in the in the Heist Mission: Prison Break – Plane
Fixed incorrect objective text that was present in the Heist Mission: Prison Break – Station
Fixed an issue that caused players to fall through the map during the Casino Heist – Finale
Fixed an issue that caused players to be taken into a Casino Heist Mission after not choosing an option on the Next Job Voting Screen, despite having made no Casino Heist progress
Fixed visual issues that were present after quitting spectator mode during the Adversary Mode – Every Bullet Counts
Fixed an issue that resulted in players being unable to re-equip rebreathers during the A Superyacht Life Mission – Salvage
Fixed an issue that resulted in players being unable to use their weapon wheel during the A Superyacht Life Mission – Salvage
Fixed an issue that resulted in players losing camera functionality in the Gerald’s Last Play Mission – Make Ends Meat
Fixed a button conflict that was present in the Arena War – Game Masters
Fixed an issue that resulted in players falling under the map after modding a vehicle in the Arena Workshop Property
Fixed an issue that resulted in players being unable to deliver Cargo during the Business Battle – Assassination
Fixed an issue that resulted in players getting stuck on the objective ‘Hack the Security Panel' in the Business Battle – Factory Raid
Fixed an issue that caused the Mission to instantly fail after launching a Sell Mission
Awards and Daily Objectives
Fixed an issue that caused the Daily Challenge – 'Participate in the Featured Series' to not register correctly
Properties
Fixed issues that resulted in players’ Arcade set up progress getting reset
Fixed an issue that resulted in players getting stuck after drinking at the Arcade bar
Fixed camera issues that were present when entering the Arcade
Fixed an issue that resulted in players losing movement functionality after storing the Enus Paragon R (Armored) in their Office Garage
Fixed helicopter spawning issues on the Yacht
Fixed visual issues that were present with the Office Garage cutscene
Fixed an issue that resulted in players being unable to exit their Arcade after accepting an invite
Fixed an issue that resulted in players getting stuck on a loading screen after driving into the Arena Garage
Vehicles
Fixed an issue that prevented several variations of vehicle cinematic cameras from appearing for all vehicles
Fixed an issue that caused the Bravado Gauntlet Classic’s trade price to be displayed incorrectly on the Benny's Original Motorworks site
Fixed an issue that prevented Cargobob helicopters from being able to pick up the Vapid Peyote Custom using the hook
Fixed several miscellaneous model and texture issues for the following vehicles:
Invetero Coquette D10
Bravado Gauntlet Classic Custom
Albany Manana Custom
Vapid Peyote Custom
Bravado Youga Classic 4x4
Clothing
Fixed clipping issues that were present with several of the ‘Open Shirts’ and ‘Open Party Shirts’
Fixed several miscellaneous clipping and texture issues for the following clothing items:
Animal masks (and other larger mask options)
Tucked Short Shirt variants
Untucked Short Shirt variants
Sport Shorts
Yacht Captain outfit
Miscellaneous
Reduced the frequency that the player will receive call, text and email notifications regarding content from previous GTA Online content updates
Fixed an issue that resulted in vehicles not arriving after being requested from Ms. Baker
Fixed an issue that resulted in players being unable to interact with certain activities in the Casino
Fixed an issue that caused the Avenger’s entrance trigger to not be visible to players
Fixed an issue that resulted in spectators being unable to swap filters
Fixed an issue where PlayStation 4 players without a PS Plus subscription would not be directed to the correct menu when attempting to access GTA Online
Story Mode
Fixed an issue that caused some weapon magazines and attachments to be missing during cutscenes
Gta 5 online became really slow after summer update
Hey gamers all around the world, i have a major issue with gta 5 online, as it became really slow after the new summer update To explain more, whenever i play for a period of time which is less than 5 min, the game starts slowing down and i have major FPS drop Some areas are slower than others, for exemple, from the casino area to the vespucci beach is a nightmare to travel, especially with the oppressor MK2 If anyone is facing the same issue and managed to find a solution, please help What i did: Changed the graphic settings to low Did a bunchmark test and it was good with 50 to 60 FPS Updated directX but had an issue with updating the graphic card drivers Counting on your assistance
Ultimate Gambling Guide for GTA Online - odds, probabilities, and optimal strategies
Since the Diamond Casino update, I have seen a large number of 12-year-olds posting Blackjack memes on this sub. As a parent, this has me very worried. On top of that, I have seen some of the most trustworthy GTA Youtubers giving flawed gambling advice, which can have damaging impact on their gullible audiences. So that's why I decided to write this up, to educate everyone on the subject, so there will be no more misunderstandings. (2020 Update down at the bottom.) If you're one of those Youtubers that wants to use this information in a video, feel free to do so. The more people (especially kids) that become educated about gambling, the better. But then also please go back and review your own work, and delete or edit the videos that are giving out the wrong advice, like where you're saying you have "a good strategy for making money with roulette", or some other nonsense that I've heard this week. Delete that please. Before I get into the individual games, I need to discuss a few concepts first, that will make understanding the rest a lot easier. Expected return and variance A game like Roulette or Slots has a fixed expected return on your bets. This is a percentage that you have no way of influencing. Say you are flipping a coin against a friend, and you both put up $1. The winner gets the pot. Since the odds are even at 50%, in the long run, you will expect to break even. Your expected return is 100% of your bet. But imagine if you would play this coin flipping game in a casino against the house. On the "house rules" listed at the table they would probably say that you would only get 95 cents back for every win, while you are forfeiting a dollar on every loss. Would you still play? Sounds stupid to do so, but still, everybody does it. Every bet they place on Roulette, every coin they put into a Slot machine, is based on the same concept. Those few cents they take on every bet are their profit margin, and has paid for all the Vegas lights, the Mirage volcanoes, and the Bellagio fountains. Make no mistake - casino gambling games are not designed to make you lose, because sure, you can get lucky on a single night, but they are designed to make them win. That's the beauty of it. They can both exist at the same time. Too many people that don't see how this works, are just destined for disaster. Just because you went on a lucky streak and won 8 games out of 10, does not mean that flipping coins is a profitable game, or that choosing tails is a winning strategy. Always be aware of the house edge, your true chances of winning, and just realize that you got lucky. There is no such thing as a strategy in flipping a coin that will give you a higher expected return, so it's just pure gambling, just like Slots and Roulette. Most casino games are made in such a way, that your expected return is a little under 100%. This means that from every dollar bet at the tables, the casino expects to keep a few cents. For individual players, results may vary. Some will win, most will lose. But for the house, it doesn't matter. They take millions of bets each day, so for them, the expected average works out a lot sooner. In short: the house always wins. When looking at the house edge, we're talking about the expected long-term result, based on the game's house rules. But for a player, it can take literally tens of thousands of hands or spins before you also reach this average number. Until that time, you can experience huge upswings and downswings, that are the result of nothing but short-term luck, which is called variance. Some games and some bets have a much higher variance than others, which means your actual results will differ enormously from what you're expected to be at. Take for example betting on red/black at the Roulette table. This is a low-variance proposition, because it has a high percentage chance of occurring, and a low payout. Contrast this with betting single numbers in Roulette, which only win once every 38 spins on average. This bet has a much higher variance, meaning you can easily hit a dry spell, and not hit anything for 200 bets in a row, or you can see a single number hit three times in five consecutive spins. This is not a freak occurrence in high-variance bets. Even though the expected return in both these bets is exactly the same, there's a huge difference in variance, causing massive differences in short-term results, which can go both ways. You need to be aware of this, before you decide what types of bets you are comfortable with placing. Gamblers' Fallacy Another thing to realize, is that each individual game, hand, or spin, is completely independent from the one(s) before it, and after it. Gamblers tend to believe, that the chance of a certain outcome is increased, based on previous results. The most famous example comes from the Casino de Monte Carlo, where the Roulette wheel managed to land on black 26 times in a row. Gamblers lost many millions during that streak, all frantically betting on red, believing that the odds were in favor of the wheel coming out on red, after producing so many blacks. This is not true. Each round is completely independent, and the odds are exactly the same. You will hear people say things like a Blackjack table being "hot" or "cold", which is completely superstitious, and should be ignored. The exception was when Blackjack was being dealt from a shoe. It made card counting possible. But with the introduction of shuffle machines, and continuous shuffling like is being used in GTA, this no longer exists. This is also why "chasing your losses" is a very bad idea. After being on a losing streak for some time, many gamblers believe that now it's their turn to start winning. So they will often increase their bet size, believing that when their predicted winning streak comes around, they will win back their losses, and more. The reality of it, more often than not, is that people will indeed start playing higher and higher limits, until they are completely broke. Nobody is ever "due for a win". There is never a guarantee that you're about to start winning. In fact, the opposite is more likely to be true. You are, after all, in a casino. Betting systems Some people like to think that they have a fool-proof betting system, like the Martingale system. Simply increase or even double your bet when you lose, and keep doing that until you win. In theory, this system will always win. So that's why table limits were introduced, and where the system fails. If you start at the Roulette table, playing red/black, with a small 750 chip wager, and just double your bet every time you lose, you only have to lose 6 times in a row, before you will be betting the table limit of 48,000, just to get that 750 chip profit. Sure, you can go on all evening without this happening, winning 750 chips each time, but this losing streak only has to happen once, and you're bust. Any betting system like this is ill-advised, because you are hugely increasing your so-called "risk of ruin", and that's what we were trying to avoid. And even if your starting bet is only 100 chips, after only nine straight losses, and nine doubled bets, you are betting the table limit at 50,000 chips. If you lose that bet, you're 100,000 chips in the hole, with no way to recover that with your 100 chip base wager. So don't believe anyone that says this is the perfect system to always win in the casino. Sooner or later they will understand why they were wrong, when they're asking you for a loan. Set your limits BEFORE you start playing One final point before we get into the games, a general tip for people that head out to play: money management. Just like in real life, before you go to the casino, decide on a maximum amount that you are WILLING TO LOSE. Bet small enough, so that amount can last you through the entire evening, and you will not be tempted to run to the ATM to continue playing. Considering GTA money, some people will be comfortable losing 1% of their GTA bank balance, some people will be comfortable with gambling away 5% of their total GTA savings. It's up to you what you can handle. Decide for yourself where it will start to hurt, and don't cross that line. But whatever number you decide on, as soon as you lost that amount, get up and walk away. Don't chase your losses, stick to your limits, and accept that this has not been your day. There is always another game tomorrow. Always agree with yourself on a simple stop-loss rule, how much you would want to lose at most, and simply stop playing when you get there. Same goes for winning. You can decide on a number, how much profit you would like to take away from the casino. You can go on a hot streak and be up half a million in a short period of time, but if you would continue to play longer, looking for more, chances are that you're going to lose it all back. Most people are happy with doubling their daily casino budget, for example. Others are looking for 10 bets profit in Blackjack. Whatever you choose, when you hit that number, you can stop playing and bank your profits, or you can continue playing if you're still enjoying the games, but then only just play minimum bet sizes. Then you're just playing for fun, not for money. You've already made your profit, so simply keep it in your pocket, and don't risk losing it again. Either way, decide on what your money management strategy will be, and STICK TO IT. Casino games in GTA Online Now, I'm going to dive into the games that you can find at the Diamond casino, ordered from worst to best. 6) Slots Generally the rule is this: the less strategy a game has, the worse it is for the player. And with slots, this is definitely the case. The only influence you have, is choosing what type of machine you're going to play. Basically, there are two types of slot machines: -high frequency, low payout slots -low frequency, high payout slots In the first type, there is no huge (progressive) jackpot on offer, just your average selection of prizes that don't go up to crazy amounts. This will result in a player having many more spins resulting in a win. The amounts that you win on the bigger prizes, will be smaller, but they do come around more often. This type of slot machine has a lower variance, which means that your money should last you longer, winning many smaller prizes along the way to keep you going. The second type of slot machine lures you in with the temptation of a huge jackpot prize. Even though the long-term expected return on these machines is the same as the previous type, the prize distribution is hugely different. The large jackpot prize weighs heavily on the scale of expected return, but the chance of it hitting is extremely small. This results in a much higher variance on this type of machine. Usually your money will go down very fast, because the smaller prizes are less rewarding than on the other type of machine. At the Diamond, the info screen says the player return at slots is set at 98.7%. This means that, on average, for every maximum bet of 2,500 chips, you expect to lose 32.5 chips. This might not seem like a lot, but the danger of slots is that the game is extremely fast. You can spin about once every 6 seconds, which would result in an expected LOSS of about 20,000 chips per hour of playing. But again, in this long-term expected number, the large jackpot awards are also factored in, and as long as you don't hit those big prizes, you'll see your money go down a lot faster. In any case, thank heavens the max bet is only set at 2,500, or else we would see more players go bankrupt at alarming rates. Optimal strategy for slots: There is none. Because after betting, you have no more influence over the outcome. The only choices you have, is what type of machine you want to play at, and how much money you are going to risk. And those are all personal preference. As long as you stick to your loss limits, as discussed above, there's no harm in having a go every once in a while, hoping to get a lucky hit. Just realize that you don't have a high chance of scoring a big win, so as soon as you do, get up and walk away. 5) Roulette Roulette is also a game where you have no influence over the outcome. There is zero skill involved. You place your bet, and that's it. In traditional French roulette, a table has only the single-zero, but of course, for American casinos that wasn't enough of a house edge, so they simply doubled their profits by adding a second zero. The house edge was increased from 1/37 to 1/19, which is huge. This makes playing on a double-zero roulette table by definition a sucker's play. The payouts scale evenly, which means that a bet on a single number, and a bet on half of the numbers, and everything in between, yields the same expected return. The only difference, again, being the variance that you are willing to subject yourself to. The player return for double-zero Roulette for all bets is 94.74%. Except for the 5-number bet, which can only be made by placing a bet on the two top rows that contain 0, 00, 1, 2 and 3. The expected return on this bet is lower: 92.1%. This is because it only pays out 6-1. Why? Well, the number 36 isn't divisible by 5, so the greedy people that came up with double-zero Roulette had to round it off someway, and as expected, it wasn't going to be in the players' favor.Just remember that that 5-number bet is the worst bet at the table, and should be avoided. All other possible bets have the same expected return. So it really doesn't matter how you spread your bets, if you bet only one chip, or if you litter the entire table with a bucketload of chips. Each chip you put out there, has the same expected return, so there is no strategy that will improve your long-term results. Assuming that you're betting the maximum table amount of 50,000 chips, you will be looking at an expected loss of about 2,630 chips per spin. Considering that a round takes about 45 seconds to complete, your expected LOSS at the GTA Roulette tables will be around 200,000 chips per hour of playing. Optimal strategy for double-zero roulette: Stay away. Stay far away. 4) Three Card Poker With Three Card Poker, we come across the first game where there is actually some strategy involved. You get to look at your cards, and then decide if you want to fold, and surrender your ante, or double your bet. Additionally, you can choose to place a side bet on "Pair Plus", which offers progressive payouts. There are some websites out there that ran all the numbers with computer simulations, and even though I would like to quote the source here, these websites are understandably littered to the max with online casino ads, so that's why I have decided against doing that. Optimal strategy for Three Card Poker: For this game you only have to remember one strategy rule: Always bet on any high card queen-six-four or better, and fold any high card queen-six-three or lower. That's it. Just don't forget to double check if you're not folding a straight or a flush, and you'll be fine. This strategy will result in an expected return of 96.63%. The Pair Plus sidebet, with the payout table that is used at the Diamond casino, gives you an expected return of 97.68%, which is actually a bit better than the main ante bet. So by playing both wagers, you're reducing your expected losses per bet, but since you're betting more, you're also increasing your expected loss per hour. My advice would obviously be to not play this game at all, but if you do, put as much of your bet as possible on the Pair Plus, while making our Ante bet as small as you can. To be able to compare it to the other games at the Diamond, let's stay on that 50,000 maximum wager, meaning making your ante bet 35,000, and your pair plus bet 15,000, if the table would allow it. This results in an expected loss of about 1,525 chips per hand, and with a round taking about 45 seconds, this adds up to an expected LOSS of around 120,000 chips per hour of playing. In comparison, if you would only play the ante bet for 50,000 per hand, you expect to lose 1,685 chips per hand, which means an expected LOSS of about 135,000 chips per hour. So the more out of that 50,000 wager you can put on the "Pair Plus" sidebet, the better. Even though it may be fun to try out this game for a bit, since there's only one simple strategy rule to follow, you'll soon find yourself robotically grinding down your bankroll until it has vaporized. You're not missing out on anything if you skip these tables, there is no real challenge. Just like with Roulette and Slots, if you want to try it out nonetheless, you can just bet the minimum amounts and only play for fun, so it won't matter if you win or lose. 3) Blackjack Blackjack is the most complicated game by far. Simply because the player has to make a series of decisions, which will largely decide the outcome. Luckily, there is such a thing as an optimal strategy, which will be outlined below. However, the strategy is also dependent on the house rules. These not only affect your expected return, but in some places also your decisions. Here are the house rules at the Diamond casino: -The game uses 4 standard decks, and a continuous shuffle. -Blackjack pays 3 to 2, dealer checks for early blackjack. -No insurance offered, no surrender. -Dealer stands on soft 17. -Double down on any two cards. -Player can split only once, but doubling after split is allowed. -Seven-Card Charlie. Under these rules, and following the "basic strategy" chart, your expected return at Blackjack is a shade under 99.6%, which is extremely good for a casino game, that's why Blackjack should be your table game of choice. But it comes at a price: you are going to have to memorize the relatively complicated strategy chart, or at least stick it to your monitor until you have it in your head. But in case you ever stumble into a real-life casino, you won't regret having this table memorized, so I would definitely advise you to work on that. The strategy chart might look complicated at first, but you will be able to notice certain patterns. Your decisions are mainly based on the dealer's upcard, which is basically divided into a weak card (2 to 6), and a strong card (7 to ace). When a dealer shows a strong card, you will be hitting more often with the risk of going bust, but when a dealer shows a weak card, you're not taking that risk, and you will be standing more, but also doubling and splitting more. You want to increase your bets when the odds are in your favor, and get out cheap when they're not. But it also helps to take some time to think about why a certain advice is given. For example, why does it say that you always have to split two eights, even against an ace. Well, that's because two eights equals 16, which is the worst total you can have. It's better to split them up, and give yourself a chance of finding a 17, 18 or 19 with the next card. Once you see the logic in that, you'll have one less thing to memorize. The playing advice in the basic strategy chart is a result of computer simulations that ran all possible outcomes against each other, and produced the most profitable decision for each situation. So you can't go wrong following it. Optimal strategy for Blackjack with Seven-Card Charlie The added house rule of Seven-Card Charlie, adds a small advantage for the player, and it does influence a few strategy decisions. For example, you might have a 14 with 6 cards, against the dealer's 5 upcard. Normally this would be an automatic stand, but if you're only one card away from the Seven-Card Charlie, meaning an instant win for the player, regardless of the dealer's hand, it turns it into a hit. Here's the most optimal strategy chart to follow for the Diamond Casino house rules: https://prnt.sc/olct6g You'll see that two fives are missing from the chart, and that's because you never split them. You treat them as a regular 10. You also never split tens. Just stand on 20. If you follow this strategy religiously, even with a maximum wager of 50,000 chips, you only expect to lose about 215 chips per hand, and with rounds taking about 30 seconds, that amounts to an expected LOSS of 26,000 chips per hour, which is only half a bet. A small price to pay for an hour of entertainment. But since the expected return is so extremely close to 100%, you will see more positive short-term results than with other games. But obviously it can also swing the other way. Again, this is supposed to be the game where your money lasts you the longest, but always set your loss and win limits before you sit down. That rule simply always applies. Still, even with optimal strategies applied, all these games are expected to lose you money in the long run. So betting any kind of large amounts is not advised. If you simply want to enjoy playing these games, there's nothing wrong with betting a minimal amount. Playing these games for a longer period of time will already cost you money anyway, since your daily property fees will still be charged while you're playing in the GTA casino. As long as you can play for fun, there's nothing wrong, but when you see yourself betting insane chunks of your entire bank balance to try to recoup some unfortunate losses, you're doing it wrong. As the commercials in Britain all correctly say: when the fun stops, stop. 2) Virtual Horse Racing Now onto the good stuff. I ran some numbers, and I believe Rockstar has made a mistake with the horse racing game. Because as it stands, and if I read the numbers correctly, this game is actually profitable for the player. You can actually make money with this, at least, until Rockstar figures out their mistake and patches it. If anyone wants to jump into the math and double check this to make sure, please do so. I will add any corrections to this post. This is one of those "to good to be true" things, so I keep thinking that I might have overlooked something. So please verify it if you can. The setup is this. There is a pool of 100 horses, each with their own attached payout. These are divided into 3 groups, ranked by their odds. From each group, 2 horses are randomly selected to provide a pool of six runners for you to bet on. Now it's not an actual race you're looking at. You are looking at a raffle. This is important to realize. Each horse gets awarded a certain number of raffle tickets. The favorites get awarded more tickets than the underdogs, and therefore, have a higher chance of winning. If this distribution works like it does in the real-life casinos, then the raffle tickets are awarded according to the betting odds. Example 1: imagine a race with 3 runners, all have 2/1 odds, representing a 33.3% chance of winning. (Because 2/1 means 2 AGAINST 1, so 3 total.) In this case, each horse gets one third of the raffle tickets, giving them an equal chance to win. Example 2: imagine a race with 3 runners, one has 1/1 odds (or EVENS), representing a 50% chance of winning, and the other two horses are marked up as 3/1, with a 25% chance of winning. The favorite gets half the tickets, the other two get a quarter of the tickets each. A ticket is drawn, and you'll have a winner. It doesn't matter in this game which horse you bet on, because the expected return is always the same: 100% or break-even, for the above examples. Now, what happens if the percentages don't exactly add up to 100%? They must add up to 100%, because there will always be a winner. And only one winner. So when this is the case, the actual winning chances of the horses are adjusted to meet the 100% requirement, using their payout odds to determine the scale. So, if the represented percentages add up to more than 100%, the actual winning chances of the runners will be DECREASED, resulting in all bets becoming losing propositions for the players. Example: In a 6-horse race, all runners are listed at 4/1, representing a 20% chance. Only with six runners that amounts to 120%. So all chances are scaled down by 1/6th, to end up at 100%. This means your horse's chances are reduced from 20% to 16.67%, turning it into a losing bet: 5 times you will lose your bet, and 1 time you will win, but only get 4 bets back in this instance, instead of 5. A losing bet in the long run. This is the type of odds that you find in regular casinos, with fields as large as 15 runners to bet on, where the assumed winning chances always add up to more than 100%, therefore are decreased for all runners, resulting in a house edge. But in GTA Online's Inside Track, there are other scenarios, because of the small field, and the way that they are put together. In some cases, the represented percentages when added up, are LESS than 100%, meaning that the actual winning chances of all runners, are INCREASED. This creates profitable bets for the players, because in the long run, you're expecting to win more money than you lose. This is a gambler's dream, pure and simple. So, according to the in-game information, the three groups of horses are divided as follows: -Favorites: EVENS to 5-1 -Outsiders: 6-1 to 15-1 -Underdogs: 16-1 to 30-1 Let's take the two most extreme examples to show what's happening. The worst possible field to bet on: two runners at EVENS, two runners at 6-1, and two runners at 16-1. EVENS represents a 50% chance, 6-1 is 14.29%, and 16-1 is 5.88%. Add those up and you land on a total of 140.34%. This means that the actual winning chances of the horses are decreased by 28.75% (to get that 140% down to 100%), which makes betting on this field extremely unwise. A horse at EVENS will only come in as a winner 35.63% of the time, instead of 50%, a horse at 6-1 will only win 10.18% of the time, and an underdog at 16-1 will only win 4.19% of the time. The expected return on a bet on any of the horses in this field is only 71.26%, so a maximum bet of 10,000 chips on any of these horses holds an expected LOSS of 2,875 chips. These returns are the same, because the winning chances are scaled equally, according to the payout numbers. So it really doesn't matter which horse you bet on, in the long run, you expect the same results. But as explained before, it does influence variance, and therefore your short-term result, which can swing both ways. But now, the best possible field to bet on: two runners at 5-1, two runners at 15-1, and two runners at 30-1. Odds at 5-1 represents a winning chance of 16.67%, 15-1 odds means 6.25% chance, and 30-1 odds means a 3.23% chance of winning. Add these six horses together, and you only get 52.285%. This means that, to get from 52% to 100%, the actual winning chances of these horses will be almost doubled! Multiplied by 1.91 to be exact. So the 5-1 favorites will now win 31.88% of the time, instead of 16.67%, the 15-1 runners will win 11.95% of the time, and the underdogs at 30-1 odds will still win 6.17% of the time. When betting on this field, the expected return on your bet is 191.25%! This means that a max bet of 10,000 chips will result in an expected PROFIT of 9,125 chips. This is printing money, if there ever was such a thing. Optimal strategy for Virtual Horse racing So all you have to do, is only bet high on the games where you have an expected positive return, and bet the absolute minimum on the games where your expected return is negative. Or back out of the racing game to refresh the field. If you don't have a way to quickly add up all the percentages, and until somebody shows up here with a neatly formatted table, just use a few general rules of thumb: -Always bet the maximum on a race with favorites at 2/1 and 3/1 or higher in it. -Simply skip all races with two favorites at EVENS in it, and at EVENS and 2/1. Or bet the minimum, if you can't skip or refresh the field. -To decide if you should play races with other favorite combinations EVENS and 3/1, EVENS and 4/1, EVENS and 5/1, or two favorites at 2/1, the payouts on the other four runners determine whether or not it's profitable to play them. The results of betting on these fields vary from an expected 1,330 chip loss (worst-case) to an expected 1,680 chip win (best-case), with a max bet of 10,000 chips. But if you're not looking for another strategy chart, you might just want to skip these borderline cases, and just cherry pick the best ones, which are easy to recognize, and with which you can never go wrong. It's difficult to put a number on an expected win-rate, because it all depends on which fields you get presented with, but it's not unreasonable to state that you can maintain a steady win-rate of around 200,000 chips per hour, with about 50 seconds per race. Remember, you're not trying to win every race. You're trying to win the most money per hour. So don't sweat it when you bet on a 4/1 favorite, and lose a couple of races in a row. It will still be more profitable in the long run. You have the math on your side. To reduce negative variance, always bet on the favorite, when betting on profitable fields. We're not gambling anymore, we're grinding out a steady profit. We want to keep the swings to a minimum. I contacted Rockstar support to verify if this is indeed how it works, but the only reply I got after 6 weeks is that they were "looking into it". User u/Garsant made a useful Excel-worksheet, available for you to download, where you can quickly type in the payouts on the horses, to see if it produces a profitable bet or not. You can find it in his post here: https://www.reddit.com/gtaonline/comments/ekp8na/gta_online_inside_track_odd_calculato 1) Wheel of Fortune The number one profitable casino game in GTA Online is obviously the Wheel of Fortune, because it costs you nothing to play. Unfortunately, you only get one free spin per day, but it holds great value, so make sure you do it. With a chance to win a super car, vehicle discounts, expensive mystery prizes (which also can be vehicles), and a lot of cash and chips, the expected return on a single spin is around $100,000 in value. So don't forget your daily spin, it's definitely worth your time. 2020 Update: As of the Diamond Casino Heist update, the Inside Track horse racing is confirmed to still be as profitable as outlined above.The only thing that seems to be changed, is that you can't refresh the field anymore by backing out of the screen. This does affect your hourly rate in a negative way, but does not change the fact that this game has a huge positive expected return, and should be your go-to when you're trying to take money from the house, without having Lester's nagging voice in your ear. That should also be worth something. And with that, I conclude my 5,000 word essay on gambling in GTA. Questions, comments, feel free to add your input to this guide. Cliffs: -Gambling games should only be played for fun, not for big money. You should expect to lose in the long run. The house always wins. -A casino game doesn't have a memory, and betting systems don't work. -Set your limits before you start, how much you are willing to lose or win, and then walk away when you get there. -Don't play slots, roulette, or three card poker. -Only play blackjack following a basic strategy chart (https://prnt.sc/olct6g). -Inside Track betting can be played profitably, if you only bet on fields WITHOUT a heavy favorite. -Wheel of Fortune is always your best bet, because it's a free bet.
Ultimate Gambling Guide for GTA Online - odds, probabilities, and optimal strategies
This is not mine, the creator of this is u/enderpiet Since the Diamond Casino update, I have seen a large number of 12-year-olds posting Blackjack memes on this sub. As a parent, this has me very worried. On top of that, I have seen some of the most trustworthy GTA Youtubers giving flawed gambling advice, which can have damaging impact on their gullible audiences. So that's why I decided to write this up, to educate everyone on the subject, so there will be no more misunderstandings. (2020 Update down at the bottom.) If you're one of those Youtubers that wants to use this information in a video, feel free to do so. The more people (especially kids) that become educated about gambling, the better. But then also please go back and review your own work, and delete or edit the videos that are giving out the wrong advice, like where you're saying you have "a good strategy for making money with roulette", or some other nonsense that I've heard this week. Delete that please. Before I get into the individual games, I need to discuss a few concepts first, that will make understanding the rest a lot easier. Expected return and variance A game like Roulette or Slots has a fixed expected return on your bets. This is a percentage that you have no way of influencing. Say you are flipping a coin against a friend, and you both put up $1. The winner gets the pot. Since the odds are even at 50%, in the long run, you will expect to break even. Your expected return is 100% of your bet. But imagine if you would play this coin flipping game in a casino against the house. On the "house rules" listed at the table they would probably say that you would only get 95 cents back for every win, while you are forfeiting a dollar on every loss. Would you still play? Sounds stupid to do so, but still, everybody does it. Every bet they place on Roulette, every coin they put into a Slot machine, is based on the same concept. Those few cents they take on every bet are their profit margin, and has paid for all the Vegas lights, the Mirage volcanoes, and the Bellagio fountains. Make no mistake - casino gambling games are not designed to make you lose, because sure, you can get lucky on a single night, but they are designed to make them win. That's the beauty of it. They can both exist at the same time. Too many people that don't see how this works, are just destined for disaster. Just because you went on a lucky streak and won 8 games out of 10, does not mean that flipping coins is a profitable game, or that choosing tails is a winning strategy. Always be aware of the house edge, your true chances of winning, and just realize that you got lucky. There is no such thing as a strategy in flipping a coin that will give you a higher expected return, so it's just pure gambling, just like Slots and Roulette. Most casino games are made in such a way, that your expected return is a little under 100%. This means that from every dollar bet at the tables, the casino expects to keep a few cents. For individual players, results may vary. Some will win, most will lose. But for the house, it doesn't matter. They take millions of bets each day, so for them, the expected average works out a lot sooner. In short: the house always wins. When looking at the house edge, we're talking about the expected long-term result, based on the game's house rules. But for a player, it can take literally tens of thousands of hands or spins before you also reach this average number. Until that time, you can experience huge upswings and downswings, that are the result of nothing but short-term luck, which is called variance. Some games and some bets have a much higher variance than others, which means your actual results will differ enormously from what you're expected to be at. Take for example betting on red/black at the Roulette table. This is a low-variance proposition, because it has a high percentage chance of occurring, and a low payout. Contrast this with betting single numbers in Roulette, which only win once every 38 spins on average. This bet has a much higher variance, meaning you can easily hit a dry spell, and not hit anything for 200 bets in a row, or you can see a single number hit three times in five consecutive spins. This is not a freak occurrence in high-variance bets. Even though the expected return in both these bets is exactly the same, there's a huge difference in variance, causing massive differences in short-term results, which can go both ways. You need to be aware of this, before you decide what types of bets you are comfortable with placing. Gamblers' Fallacy Another thing to realize, is that each individual game, hand, or spin, is completely independent from the one(s) before it, and after it. Gamblers tend to believe, that the chance of a certain outcome is increased, based on previous results. The most famous example comes from the Casino de Monte Carlo, where the Roulette wheel managed to land on black 26 times in a row. Gamblers lost many millions during that streak, all frantically betting on red, believing that the odds were in favor of the wheel coming out on red, after producing so many blacks. This is not true. Each round is completely independent, and the odds are exactly the same. You will hear people say things like a Blackjack table being "hot" or "cold", which is completely superstitious, and should be ignored. The exception was when Blackjack was being dealt from a shoe. It made card counting possible. But with the introduction of shuffle machines, and continuous shuffling like is being used in GTA, this no longer exists. This is also why "chasing your losses" is a very bad idea. After being on a losing streak for some time, many gamblers believe that now it's their turn to start winning. So they will often increase their bet size, believing that when their predicted winning streak comes around, they will win back their losses, and more. The reality of it, more often than not, is that people will indeed start playing higher and higher limits, until they are completely broke. Nobody is ever "due for a win". There is never a guarantee that you're about to start winning. In fact, the opposite is more likely to be true. You are, after all, in a casino. Betting systems Some people like to think that they have a fool-proof betting system, like the Martingale system. Simply increase or even double your bet when you lose, and keep doing that until you win. In theory, this system will always win. So that's why table limits were introduced, and where the system fails. If you start at the Roulette table, playing red/black, with a small 750 chip wager, and just double your bet every time you lose, you only have to lose 6 times in a row, before you will be betting the table limit of 48,000, just to get that 750 chip profit. Sure, you can go on all evening without this happening, winning 750 chips each time, but this losing streak only has to happen once, and you're bust. Any betting system like this is ill-advised, because you are hugely increasing your so-called "risk of ruin", and that's what we were trying to avoid. And even if your starting bet is only 100 chips, after only nine straight losses, and nine doubled bets, you are betting the table limit at 50,000 chips. If you lose that bet, you're 100,000 chips in the hole, with no way to recover that with your 100 chip base wager. So don't believe anyone that says this is the perfect system to always win in the casino. Sooner or later they will understand why they were wrong, when they're asking you for a loan. Set your limits BEFORE you start playing One final point before we get into the games, a general tip for people that head out to play: money management. Just like in real life, before you go to the casino, decide on a maximum amount that you are WILLING TO LOSE. Bet small enough, so that amount can last you through the entire evening, and you will not be tempted to run to the ATM to continue playing. Considering GTA money, some people will be comfortable losing 1% of their GTA bank balance, some people will be comfortable with gambling away 5% of their total GTA savings. It's up to you what you can handle. Decide for yourself where it will start to hurt, and don't cross that line. But whatever number you decide on, as soon as you lost that amount, get up and walk away. Don't chase your losses, stick to your limits, and accept that this has not been your day. There is always another game tomorrow. Always agree with yourself on a simple stop-loss rule, how much you would want to lose at most, and simply stop playing when you get there. Same goes for winning. You can decide on a number, how much profit you would like to take away from the casino. You can go on a hot streak and be up half a million in a short period of time, but if you would continue to play longer, looking for more, chances are that you're going to lose it all back. Most people are happy with doubling their daily casino budget, for example. Others are looking for 10 bets profit in Blackjack. Whatever you choose, when you hit that number, you can stop playing and bank your profits, or you can continue playing if you're still enjoying the games, but then only just play minimum bet sizes. Then you're just playing for fun, not for money. You've already made your profit, so simply keep it in your pocket, and don't risk losing it again. Either way, decide on what your money management strategy will be, and STICK TO IT. Casino games in GTA Online Now, I'm going to dive into the games that you can find at the Diamond casino, ordered from worst to best. 6) Slots Generally the rule is this: the less strategy a game has, the worse it is for the player. And with slots, this is definitely the case. The only influence you have, is choosing what type of machine you're going to play. Basically, there are two types of slot machines: -high frequency, low payout slots -low frequency, high payout slots In the first type, there is no huge (progressive) jackpot on offer, just your average selection of prizes that don't go up to crazy amounts. This will result in a player having many more spins resulting in a win. The amounts that you win on the bigger prizes, will be smaller, but they do come around more often. This type of slot machine has a lower variance, which means that your money should last you longer, winning many smaller prizes along the way to keep you going. The second type of slot machine lures you in with the temptation of a huge jackpot prize. Even though the long-term expected return on these machines is the same as the previous type, the prize distribution is hugely different. The large jackpot prize weighs heavily on the scale of expected return, but the chance of it hitting is extremely small. This results in a much higher variance on this type of machine. Usually your money will go down very fast, because the smaller prizes are less rewarding than on the other type of machine. At the Diamond, the info screen says the player return at slots is set at 98.7%. This means that, on average, for every maximum bet of 2,500 chips, you expect to lose 32.5 chips. This might not seem like a lot, but the danger of slots is that the game is extremely fast. You can spin about once every 6 seconds, which would result in an expected LOSS of about 20,000 chips per hour of playing. But again, in this long-term expected number, the large jackpot awards are also factored in, and as long as you don't hit those big prizes, you'll see your money go down a lot faster. In any case, thank heavens the max bet is only set at 2,500, or else we would see more players go bankrupt at alarming rates. Optimal strategy for slots: There is none. Because after betting, you have no more influence over the outcome. The only choices you have, is what type of machine you want to play at, and how much money you are going to risk. And those are all personal preference. As long as you stick to your loss limits, as discussed above, there's no harm in having a go every once in a while, hoping to get a lucky hit. Just realize that you don't have a high chance of scoring a big win, so as soon as you do, get up and walk away. 5) Roulette Roulette is also a game where you have no influence over the outcome. There is zero skill involved. You place your bet, and that's it. In traditional French roulette, a table has only the single-zero, but of course, for American casinos that wasn't enough of a house edge, so they simply doubled their profits by adding a second zero. The house edge was increased from 1/37 to 1/19, which is huge. This makes playing on a double-zero roulette table by definition a sucker's play. The payouts scale evenly, which means that a bet on a single number, and a bet on half of the numbers, and everything in between, yields the same expected return. The only difference, again, being the variance that you are willing to subject yourself to. The player return for double-zero Roulette for all bets is 94.74%. Except for the 5-number bet, which can only be made by placing a bet on the two top rows that contain 0, 00, 1, 2 and 3. The expected return on this bet is lower: 92.1%. This is because it only pays out 6-1. Why? Well, the number 36 isn't divisible by 5, so the greedy people that came up with double-zero Roulette had to round it off someway, and as expected, it wasn't going to be in the players' favor.Just remember that that 5-number bet is the worst bet at the table, and should be avoided. All other possible bets have the same expected return. So it really doesn't matter how you spread your bets, if you bet only one chip, or if you litter the entire table with a bucketload of chips. Each chip you put out there, has the same expected return, so there is no strategy that will improve your long-term results. Assuming that you're betting the maximum table amount of 50,000 chips, you will be looking at an expected loss of about 2,630 chips per spin. Considering that a round takes about 45 seconds to complete, your expected LOSS at the GTA Roulette tables will be around 200,000 chips per hour of playing. Optimal strategy for double-zero roulette: Stay away. Stay far away. 4) Three Card Poker With Three Card Poker, we come across the first game where there is actually some strategy involved. You get to look at your cards, and then decide if you want to fold, and surrender your ante, or double your bet. Additionally, you can choose to place a side bet on "Pair Plus", which offers progressive payouts. There are some websites out there that ran all the numbers with computer simulations, and even though I would like to quote the source here, these websites are understandably littered to the max with online casino ads, so that's why I have decided against doing that. Optimal strategy for Three Card Poker: For this game you only have to remember one strategy rule: Always bet on any high card queen-six-four or better, and fold any high card queen-six-three or lower. That's it. Just don't forget to double check if you're not folding a straight or a flush, and you'll be fine. This strategy will result in an expected return of 96.63%. The Pair Plus sidebet, with the payout table that is used at the Diamond casino, gives you an expected return of 97.68%, which is actually a bit better than the main ante bet. So by playing both wagers, you're reducing your expected losses per bet, but since you're betting more, you're also increasing your expected loss per hour. My advice would obviously be to not play this game at all, but if you do, put as much of your bet as possible on the Pair Plus, while making our Ante bet as small as you can. To be able to compare it to the other games at the Diamond, let's stay on that 50,000 maximum wager, meaning making your ante bet 35,000, and your pair plus bet 15,000, if the table would allow it. This results in an expected loss of about 1,525 chips per hand, and with a round taking about 45 seconds, this adds up to an expected LOSS of around 120,000 chips per hour of playing. In comparison, if you would only play the ante bet for 50,000 per hand, you expect to lose 1,685 chips per hand, which means an expected LOSS of about 135,000 chips per hour. So the more out of that 50,000 wager you can put on the "Pair Plus" sidebet, the better. Even though it may be fun to try out this game for a bit, since there's only one simple strategy rule to follow, you'll soon find yourself robotically grinding down your bankroll until it has vaporized. You're not missing out on anything if you skip these tables, there is no real challenge. Just like with Roulette and Slots, if you want to try it out nonetheless, you can just bet the minimum amounts and only play for fun, so it won't matter if you win or lose. 3) Blackjack Blackjack is the most complicated game by far. Simply because the player has to make a series of decisions, which will largely decide the outcome. Luckily, there is such a thing as an optimal strategy, which will be outlined below. However, the strategy is also dependent on the house rules. These not only affect your expected return, but in some places also your decisions. Here are the house rules at the Diamond casino: -The game uses 4 standard decks, and a continuous shuffle. -Blackjack pays 3 to 2, dealer checks for early blackjack. -No insurance offered, no surrender. -Dealer stands on soft 17. -Double down on any two cards. -Player can split only once, but doubling after split is allowed. -Seven-Card Charlie. Under these rules, and following the "basic strategy" chart, your expected return at Blackjack is a shade under 99.6%, which is extremely good for a casino game, that's why Blackjack should be your table game of choice. But it comes at a price: you are going to have to memorize the relatively complicated strategy chart, or at least stick it to your monitor until you have it in your head. But in case you ever stumble into a real-life casino, you won't regret having this table memorized, so I would definitely advise you to work on that. The strategy chart might look complicated at first, but you will be able to notice certain patterns. Your decisions are mainly based on the dealer's upcard, which is basically divided into a weak card (2 to 6), and a strong card (7 to ace). When a dealer shows a strong card, you will be hitting more often with the risk of going bust, but when a dealer shows a weak card, you're not taking that risk, and you will be standing more, but also doubling and splitting more. You want to increase your bets when the odds are in your favor, and get out cheap when they're not. But it also helps to take some time to think about why a certain advice is given. For example, why does it say that you always have to split two eights, even against an ace. Well, that's because two eights equals 16, which is the worst total you can have. It's better to split them up, and give yourself a chance of finding a 17, 18 or 19 with the next card. Once you see the logic in that, you'll have one less thing to memorize. The playing advice in the basic strategy chart is a result of computer simulations that ran all possible outcomes against each other, and produced the most profitable decision for each situation. So you can't go wrong following it. Optimal strategy for Blackjack with Seven-Card Charlie The added house rule of Seven-Card Charlie, adds a small advantage for the player, and it does influence a few strategy decisions. For example, you might have a 14 with 6 cards, against the dealer's 5 upcard. Normally this would be an automatic stand, but if you're only one card away from the Seven-Card Charlie, meaning an instant win for the player, regardless of the dealer's hand, it turns it into a hit. Here's the most optimal strategy chart to follow for the Diamond Casino house rules:https://prnt.sc/olct6g You'll see that two fives are missing from the chart, and that's because you never split them. You treat them as a regular 10. You also never split tens. Just stand on 20. If you follow this strategy religiously, even with a maximum wager of 50,000 chips, you only expect to lose about 215 chips per hand, and with rounds taking about 30 seconds, that amounts to an expected LOSS of 26,000 chips per hour, which is only half a bet. A small price to pay for an hour of entertainment. But since the expected return is so extremely close to 100%, you will see more positive short-term results than with other games. But obviously it can also swing the other way. Again, this is supposed to be the game where your money lasts you the longest, but always set your loss and win limits before you sit down. That rule simply always applies. Still, even with optimal strategies applied, all these games are expected to lose you money in the long run. So betting any kind of large amounts is not advised. If you simply want to enjoy playing these games, there's nothing wrong with betting a minimal amount. Playing these games for a longer period of time will already cost you money anyway, since your daily property fees will still be charged while you're playing in the GTA casino. As long as you can play for fun, there's nothing wrong, but when you see yourself betting insane chunks of your entire bank balance to try to recoup some unfortunate losses, you're doing it wrong. As the commercials in Britain all correctly say: when the fun stops, stop. 2) Virtual Horse Racing Now onto the good stuff. I ran some numbers, and I believe Rockstar has made a mistake with the horse racing game. Because as it stands, and if I read the numbers correctly, this game is actually profitable for the player. You can actually make money with this, at least, until Rockstar figures out their mistake and patches it. If anyone wants to jump into the math and double check this to make sure, please do so. I will add any corrections to this post. This is one of those "to good to be true" things, so I keep thinking that I might have overlooked something. So please verify it if you can. The setup is this. There is a pool of 100 horses, each with their own attached payout. These are divided into 3 groups, ranked by their odds. From each group, 2 horses are randomly selected to provide a pool of six runners for you to bet on. Now it's not an actual race you're looking at. You are looking at a raffle. This is important to realize. Each horse gets awarded a certain number of raffle tickets. The favorites get awarded more tickets than the underdogs, and therefore, have a higher chance of winning. If this distribution works like it does in the real-life casinos, then the raffle tickets are awarded according to the betting odds. Example 1: imagine a race with 3 runners, all have 2/1 odds, representing a 33.3% chance of winning. (Because 2/1 means 2 AGAINST 1, so 3 total.) In this case, each horse gets one third of the raffle tickets, giving them an equal chance to win. Example 2: imagine a race with 3 runners, one has 1/1 odds (or EVENS), representing a 50% chance of winning, and the other two horses are marked up as 3/1, with a 25% chance of winning. The favorite gets half the tickets, the other two get a quarter of the tickets each. A ticket is drawn, and you'll have a winner. It doesn't matter in this game which horse you bet on, because the expected return is always the same: 100% or break-even, for the above examples. Now, what happens if the percentages don't exactly add up to 100%? They must add up to 100%, because there will always be a winner. And only one winner. So when this is the case, the actual winning chances of the horses are adjusted to meet the 100% requirement, using their payout odds to determine the scale. So, if the represented percentages add up to more than 100%, the actual winning chances of the runners will be DECREASED, resulting in all bets becoming losing propositions for the players. Example: In a 6-horse race, all runners are listed at 4/1, representing a 20% chance. Only with six runners that amounts to 120%. So all chances are scaled down by 1/6th, to end up at 100%. This means your horse's chances are reduced from 20% to 16.67%, turning it into a losing bet: 5 times you will lose your bet, and 1 time you will win, but only get 4 bets back in this instance, instead of 5. A losing bet in the long run. This is the type of odds that you find in regular casinos, with fields as large as 15 runners to bet on, where the assumed winning chances always add up to more than 100%, therefore are decreased for all runners, resulting in a house edge. But in GTA Online's Inside Track, there are other scenarios, because of the small field, and the way that they are put together. In some cases, the represented percentages when added up, are LESS than 100%, meaning that the actual winning chances of all runners, are INCREASED. This creates profitable bets for the players, because in the long run, you're expecting to win more money than you lose. This is a gambler's dream, pure and simple. So, according to the in-game information, the three groups of horses are divided as follows: -Favorites: EVENS to 5-1 -Outsiders: 6-1 to 15-1 -Underdogs: 16-1 to 30-1 Let's take the two most extreme examples to show what's happening. The worst possible field to bet on: two runners at EVENS, two runners at 6-1, and two runners at 16-1. EVENS represents a 50% chance, 6-1 is 14.29%, and 16-1 is 5.88%. Add those up and you land on a total of 140.34%. This means that the actual winning chances of the horses are decreased by 28.75% (to get that 140% down to 100%), which makes betting on this field extremely unwise. A horse at EVENS will only come in as a winner 35.63% of the time, instead of 50%, a horse at 6-1 will only win 10.18% of the time, and an underdog at 16-1 will only win 4.19% of the time. The expected return on a bet on any of the horses in this field is only 71.26%, so a maximum bet of 10,000 chips on any of these horses holds an expected LOSS of 2,875 chips. These returns are the same, because the winning chances are scaled equally, according to the payout numbers. So it really doesn't matter which horse you bet on, in the long run, you expect the same results. But as explained before, it does influence variance, and therefore your short-term result, which can swing both ways. But now, the best possible field to bet on: two runners at 5-1, two runners at 15-1, and two runners at 30-1. Odds at 5-1 represents a winning chance of 16.67%, 15-1 odds means 6.25% chance, and 30-1 odds means a 3.23% chance of winning. Add these six horses together, and you only get 52.285%. This means that, to get from 52% to 100%, the actual winning chances of these horses will be almost doubled! Multiplied by 1.91 to be exact. So the 5-1 favorites will now win 31.88% of the time, instead of 16.67%, the 15-1 runners will win 11.95% of the time, and the underdogs at 30-1 odds will still win 6.17% of the time. When betting on this field, the expected return on your bet is 191.25%! This means that a max bet of 10,000 chips will result in an expected PROFIT of 9,125 chips. This is printing money, if there ever was such a thing. Optimal strategy for Virtual Horse racing So all you have to do, is only bet high on the games where you have an expected positive return, and bet the absolute minimum on the games where your expected return is negative. Or back out of the racing game to refresh the field. If you don't have a way to quickly add up all the percentages, and until somebody shows up here with a neatly formatted table, just use a few general rules of thumb: -Always bet the maximum on a race with favorites at 2/1 and 3/1 or higher in it. -Simply skip all races with two favorites at EVENS in it, and at EVENS and 2/1. Or bet the minimum, if you can't skip or refresh the field. -To decide if you should play races with other favorite combinations EVENS and 3/1, EVENS and 4/1, EVENS and 5/1, or two favorites at 2/1, the payouts on the other four runners determine whether or not it's profitable to play them. The results of betting on these fields vary from an expected 1,330 chip loss (worst-case) to an expected 1,680 chip win (best-case), with a max bet of 10,000 chips. But if you're not looking for another strategy chart, you might just want to skip these borderline cases, and just cherry pick the best ones, which are easy to recognize, and with which you can never go wrong. It's difficult to put a number on an expected win-rate, because it all depends on which fields you get presented with, but it's not unreasonable to state that you can maintain a steady win-rate of around 200,000 chips per hour, with about 50 seconds per race. Remember, you're not trying to win every race. You're trying to win the most money per hour. So don't sweat it when you bet on a 4/1 favorite, and lose a couple of races in a row. It will still be more profitable in the long run. You have the math on your side. To reduce negative variance, always bet on the favorite, when betting on profitable fields. We're not gambling anymore, we're grinding out a steady profit. We want to keep the swings to a minimum. I contacted Rockstar support to verify if this is indeed how it works, but the only reply I got after 6 weeks is that they were "looking into it". User u/Garsant made a useful Excel-worksheet, available for you to download, where you can quickly type in the payouts on the horses, to see if it produces a profitable bet or not. You can find it in his post here: https://www.reddit.com/gtaonline/comments/ekp8na/gta_online_inside_track_odd_calculato 1) Wheel of Fortune The number one profitable casino game in GTA Online is obviously the Wheel of Fortune, because it costs you nothing to play. Unfortunately, you only get one free spin per day, but it holds great value, so make sure you do it. With a chance to win a super car, vehicle discounts, expensive mystery prizes (which also can be vehicles), and a lot of cash and chips, the expected return on a single spin is around $100,000 in value. So don't forget your daily spin, it's definitely worth your time. 2020 Update: As of the Diamond Casino Heist update, the Inside Track horse racing is confirmed to still be as profitable as outlined above.The only thing that seems to be changed, is that you can't refresh the field anymore by backing out of the screen. This does affect your hourly rate in a negative way, but does not change the fact that this game has a huge positive expected return, and should be your go-to when you're trying to take money from the house, without having Lester's nagging voice in your ear. That should also be worth something. And with that, I conclude my 5,000 word essay on gambling in GTA. Questions, comments, feel free to add your input to this guide. Cliffs: -Gambling games should only be played for fun, not for big money. You should expect to lose in the long run. The house always wins. -A casino game doesn't have a memory, and betting systems don't work. -Set your limits before you start, how much you are willing to lose or win, and then walk away when you get there. -Don't play slots, roulette, or three card poker. -Only play blackjack following a basic strategy chart (https://prnt.sc/olct6g). -Inside Track betting can be played profitably, if you only bet on fields WITHOUT a heavy favorite. -Wheel of Fortune is always your best bet, because it's a free bet.
Back in October 2015 I made a set of predictions of what wasn't ever going to be added/changed in GTA Online. I was wrong in some but right in others
Third Character (Not added and unlikely to be)
Functional Casino (unless your country bans it, it was finally added)
New areas directly added (if you count new interiors, like the Facility and Arena War arena, and casino, then they did add them, but they didn't add any new place in the open lobby)
Purchasable Lazer (They eventually did, but it was more expensive than we would have expected in 2015)
Legal access to North Yankton (Nope. Still have to glitch to get there. It's actually a small area with not much to see)
Cross-platform play (Sony and Microsoft say "No" and neither playerbase wants to deal with the BS from modders on PC)
Job Points have a purpose (Nope, they still don't)
Editable Pegasus list (You can't sell/remove anything, but at least its in categories now. That's a lot better than it used to be)
Re-valuation of Shark Cards (No. A Megaladon is still $100 for $8M, but they often run bonuses, targeted or general, often enough. It doesn't go nearly as far as it used to)
Ability to purchase/store/modify any emergency vehicles (Police vehicles are still verboten, but you can finally own a Fire Truck and the Lifeguard Granger, so... yes?)
New Heists (Whether you count the Doomsday "heist" as a heist or special storyline of missions, the Casino Heist is a proper heist)
Aircraft carrier in freeroam or new mission (Nope. They put a lot of work into that model to only use it once)
The Jet Pack (The Thruster is an actual "Jet Pack" as opposed to a Rocket Belt that we had in San Andreas. I guess that counts.)
Return of the old Freemode Events (Sadly, they're gone for good)
An armed and functional JB700 (Ok, it happened, but the result is overpriced and underwhelming for a weaponized vehicle. Too little, too late; and it's still missing some of the better functions the Story Mode one had)
The "1,000,000 paint job" (Gold paints were rumored to cost that much before release. None of the paint or liveries cost nearly that much)
Items rank-locked above level-135 (Nope)
Animals in Online (Only temporary. When the Peyote Plants are out a player can transform into one until they die or cancel it, but that's only happened 2-3 times and only for a week or so each. There's no NPC animals, still)
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A tinfoil hat theory about aliens and Arena War, and how Rockstar could conclude the Easter eggs of GTA V
(Sorry for long post) Put on your tinfoil hats for this one, but it seems to me like the small mysteries Rockstar is throwing in to each update might be pieces of a larger puzzle. Things we know about the Arena War update: -As of right now, it is the second to last update chronologically and the last update of 2018. -Despite Rockstar putting more work than usual into the update, and releasing it during the coveted holiday season, the update was for the most part not very popular in the long run. It had two large new interiors, unique game modes with new physics and highly customizable vehicles, as well as fully voice acted cutscenes, but was relegated to the tier of “lower quality” updates like Southern San Andreas Super Sport. I personally enjoyed it, but I know many didn’t mainly due to the grindiness of the sponsorship tiers and the relatively low payouts. -Arena War was rife with sci-fi/apocalypse themed content. The “Apocalypse” and “Future Shock” arenas are very obviously comprised of recycled DLC architecture. There are alien costumes the player can buy that could honestly be fully functional alien enemies if put on an NPC. -There were three laseenergy weapons added in this update, again obviously reused DLC content. Laser weapons can also be added to vehicles. This is the first “canon” appearance of laser weaponry in the HD GTA universe, and the first we’ve seen in game since the green laser ammo type was found in the PS3/360 game files. -Lastly, hidden images of Cliffford codes and potted plants were found in the Future Shock arena. What we know about the Diamond Casino update: -First and only update in 2019, already more than halfway through the year. -Once again features loads of sci-fi inspired content, including some very meta wall art that directly references the game’s Easter eggs. -With the wall art and the painting of the Chiliad Mural lines included, there are now technically 4 and a half different styled depictions of the Chiliad Mural in-game. -There are a lot of unreleased/undeployed features in this update. A new Arena game mode called “King of the Hill”, Creator Modes for King of the Hill and Survivals, as well as an “alien survival” game mode that uses the Arena War laser weapons, and “Omega power cells” in place of armor pickups. It apparently also includes an animation of aliens landing and exiting a spacecraft. -Survival payouts were tweaked for the first time since basically launch, now adjusting for the amount of time played. With the new formula you can earn up to $90,000 as opposed to the previous $30,000. -Rockstar added the necessary code to enable double or triple Arena Points for future events. -The 28 peyote plants from Story Mode will eventually be present in online. Based on unused notifications, they appear to be last chronologically in the 3 collectible strands, after playing cards and action figures. We know that at least the Bigfoot peyote is able to be eaten repeatedly, as eating it at the wrong time turns you into a poodle instead. Bigfoot is once again locked behind time and weather RNG just as he is in Story Mode. -The Diamond Update reportedly gave the game its highest player counts unseen since 2013. Other things to consider: -Rockstar has shown a history of attempting to “revive” dead or unpopular game modes. Playlists with low player counts are often made x2 money and RP for the week. Hangar aircraft received more planes and helicopters a year and a half later. They added new, interesting Simeon missions and gave him a map blip to get people to care. In the Diamond update, they even reworked Daily Objectives, a mostly forgotten last-gen feature. So why list all of this out? I believe we can draw some conclusions from this information. -Rockstar has never given this game a “lifespan” but updates are certainly slowing down. If they are so keen on reusing every bit of scrapped Alien DLC content for online, the actual invasion itself would be an eventual step, and doing so at the end when the game’s hype is strongest would be a no-brainer, ending everything off with a bang. How are they going to do this? I think the “alien invasion” game mode will take place in the arena. The Future Shock decorations would make more sense and would be a much cooler and more fitting backdrop to the battle than regular Los Santos. If they kept it in the city, it would be to similar to Michael’s Grass Roots mission and wouldn’t be as satisfying. Keeping it arena-bound could mitigate some complaints about in-universe realism without sacrificing fun. How do the other game modes fit in to this? The most Rockstar way of doing it I can think of would be using them to build hype to an eventual playable invasion. A new lucrative, customizable Survival and a brand new Arena experience, with their own double point event weeks, would get people excited again about two somewhat forgotten modes. Rockstar then pulls the ultimate finale with Alien Survival essentially combining the two. Loose ends: -The inclusion of peyote content in two subsequent updates makes me think they will further that mystery with another future update. The peyotes’ reward for finding all of them in Online is playing as Bigfoot, but he doesn’t seem to be able to do anything special, whereas in Story Mode he is necessary to unlock the Beast. -We also have no clue what the Cliffford codes symbolize in any way. They don’t match any ciphers or patterns, and they’re not Braille. This again smells like future update to me. -The Alien DLC was only 1 of 3 cancelled single player expansions. In Conclusion: -Evidence in game points to a strong possibility of Rockstar using the last of the scrapped Alien DLC for an online game mode and effectively “concluding” the alien saga. Not the most satisfying ending, but it’s better than nothing. -Further anecdotes suggest Rockstar concluding the other Easter egg “story arcs” in future updates, and teasing us now with small hints. At the same time, none of us can know what Rockstar will do and I could be completely wrong. After all, things like the Black Cellphones number and the Doomsday symbols went unfound in the code for months.
How R☆ can let people from all countries enjoy the new casino update without breaking laws.
So as many already know, there has been a recent update to GTA online where a casino was added. Many countries prohibit online gambling. Gambling by definition is: "Gambling is the wagering of money or something of value) (referred to as "the stakes") on an event) with an uncertain outcome, with the primary intent of winning money or material goods. " -Wikipedia. In other words, the chips in the casino in GTA online can be purchased by GTA$ at the cashier, and GTA$ can be purchased as shark cards for real money. This is the "wagering of money" part, where a person can spend real money for the casino chips. When a person wins a bet in the casino in the game, they get back more of the betting chips, which can then only be converted to GTA$ and not real money, so it does not provide real money or material goods. What I am trying to say is, IF R☆ blocks the ability to buy the betting chips with GTA$ for people from countries that banned online gambling, and allow them to earn the chips from the casino missions and by playing in the casino, something that requires only time and not real money, then it will no longer count as gambling since there is no real money involved, just the betting chips in the game and the persons time. That way, even people from countries that ban online gambling can enjoy the new update and content.
READ THIS IF YOU CARE ABOUT RDR2. want more people to understand that what am i about to say is important: I WANNA PLAY POKER WITH MY FRIENDS AND TRY TO CHEAT IN RDO, ok? I have been thinking about this for a long time and I started to think at oder things that may stop me of playing poker in rdo:
READ THE WHOLE THINK PLS, IT'S IMPORTANT, IT IS NOT JUST ABOUT POKER IN HERE (i wish i could put that in the title but i don't have enough space)
1. There will be micro transactions 100%, i don't need a leak or a anouncement for that:), wich that brings me to the real problem...gambling with real money. I want that rockstar (somehow sees this) to make a big delay for players that put real money into the game when they try to play poker or athore games that involves gambling. In this way, i don t think, there will be players with a gambling problem after they play rdo
---- 2. The last game (gta5) didn t have a casino, in my opinion, for preaty much the same reson. They tease us with posters on the casino saying coming soon and moments whem you play in story mode that when you change to Trevor you will find him at the casino geting pushed by some spawn gurds bc he was find cheating, even tho he says that "he wasn't, he was just counting the cards" --- -3. And the last rd game didn't had gambling in red dead redemption online and made the game empty. Obviously it is bc it wasn't work as much as the story mode back then, compare to what is going to hapen to this red dead game,and i hope that they will not try to fill up the blank space created by no mini(fun) games with some new content. --- THIS MESSEGE IS MORE FOR ROCKSTAR:And for my last thought, i don t want this, no player want this, you will just try to bring kids to play, by not having gamblig on the cover nest to language and vilonce, your game that is 100% 18+, okay? Bc they watch videos on youtube about these game, and they see how much fun they have in the video, and they wanna have as well, and thats fine... but this not a game for them...at all:) Just let grind away this time, yoy already made people pay for your superduperdeluxe version of the game and colector's box, that doesn't include the game (wich yeah, i am still made about it) and uderstand that you will change your players. The way that they think about the game, the way that players will play the game, the way that they think about rockstar bc they will think it's not worth to keep playing the game if you don't care about us and etc
--Just don't do what you did with gta (in totality). Add dumb-fun content that slowly, without realising, it will turn into a pay to win game. I UNDERSTAND THAT you need to make money for the game that you made, you are still a company and companies are made to make money, but don't transform into Valve if you know what i mean:))) just... be balanced about the way that you treat players in this game (thinking that they will play the game anyway, no matter what you do) people are not that dumb to trick them in the same way twice. I do belive that a majority will stop, that are playing right now the game, to care about this, maybe not the guys that are following this subredit will, but you know... others will
---I am a devoded fan of this studio for a long time. I do not wanna leave this behind just bc they became a smarter version of activision or valve:)) (i put those emojies to understand when i am joking) ---I WANNA COME BACK AT THIS GAME, IN RDR2 AND ONLINE OVER 6 YEARS AND HAVE NOSTALGIA FUN. I wish i could do that in gta as well (in online) but i can't anymore (now we where talking about a game that apeared on my birthday wich made me think god chose this as a reward for being a good person:))), have 2 copies of it, was hype af when it came out, have over 20 days on it)
MAME 0.196, our March release, is here just in time for Easter, and it’s packed with all the goodness you’ve come to expect. In a very exciting development, Team Caps0ff have extracted the C-chip data for Volfied, Superman, Rainbow Islands, and most importantly, Bonze Adventure. This cleanly fixes some of the most long-standing emulation issues in MAME. The improvements to Sega Model 2 have continued, with Virtua Fighter 2 and Motor Raid now considered working. Other Model 2 games are greatly improved as well. For fans of 8-bit home computers, MAME 0.196 has improved ZX Spectrum family emulation, fixing many graphical glitches. A QuikLoad option has been added to several CP/M-80 machines, allowing .COM files to be loaded directly after the operating system has booted. Emulated IEEE-488 (GPIB) can now be tunnelled over sockets, opening up the possibility to simulate peripherals outside MAME. Interpro progress has continued, and is now at the point where you can boot the rebuild floppy. Other new working arcade games include Big Buck Hunter, an older joystick-controlled version of Ghox, and a rare unprotected version of Opa Opa. With some fixes to our vector maths, War: The Final Assault is working, and Gunpey has been made playable using decompressed sprite data extracted from a working board. New LCD hand-helds include Dennis the Menace, Double Dragon 3, Jurassic Park, Spider-Man, The Addams Family, The Flash, and X-Men - Project X. In an emulation first, MAME 0.196 supports QSound DSP emulation. For now, it’s only enabled for the vgmplay driver by default, and it requires a fairly fast computer to emulate at full speed. It will be enabled by default when system requirements are a bit more modest. The SH-4 recompiler has been enabled by default for Dreamcast-derived systems, giving substantial performance improvements. Of course, there are plenty of other improvements. As always, source and Windows binaries are available from the download page.
MAMETesters Bugs Fixed
00205: [Crash/Freeze] (asuka.cpp) bonzeadv: After dying in cave accessed via the secret hole, you restart trapped in darkness (Caps0ff)
00377: [Crash/Freeze] (asuka.cpp) bonzeadv: From third level, game hangs on dying because restart level is wrong (Caps0ff)
06287: [Graphics] (spectrum.cpp) spectrum, spec128, specpl3e: All in-game sprites from Comando Tracer flicker when moving (geecab)
06425: [Graphics] (spec128.cpp) specpl3e: Sprites flickering at level 2 and 6 in Terminator 2 - Judgement Day (geecab)
06869: [Plugins] Lua Cheat Plugin: Some cheat commands are ignored using Lua cheat engine (Carl)
06894: [Crash/Freeze] (taito_f3.cpp) ridingf, ringrage and clones: Exception after logo is displayed (cam900)
06895: [Graphics] (rohga.cpp) Many sets in rohga.cpp: Graphic “strips” of corruption (cam900)
06900: [Graphics] (holeland.cpp) holeland, holeland2: Priority bug on the boss level (Angelo Salese)
06908: [Speed] (iteagle.cpp) bbhcotw, bbh2sp: Game runs slow on certain levels despite being 100% in MAME (snow?) (Ted Green)
06917: [Sound] (artmagic.cpp) cheesech: New NVRAM causes a blasted sound on Get Ready screen at beginning of game (AJR)
06921: [Sound] (vigilant.cpp) All sets in vigilant.cpp: No sound (AJR)
New working machines
Big Buck Hunter (v1.00.14) [coolmod]
Casio RZ-1 [Arashikage, Dirk Best, R. Belmont]
Dennis the Menace (Tiger handheld) [hap, Sean Riddle]
Double Dragon 3 - The Rosetta Stone (Tiger handheld) [hap, Sean Riddle]
Jurassic Park (Tiger handheld) [hap, Sean Riddle]
Spider-Man (Tiger handheld) [hap, Sean Riddle]
The Addams Family (Tiger handheld) [hap, Sean Riddle]
The Flash (Tiger handheld) [hap, Sean Riddle]
Warai no Hana Tenshi [yukaritamura]
X-Men - Project X (Tiger handheld) [hap, Sean Riddle]
New working clones
Acorn Electron (64K Master RAM Board) [Nigel Barnes]
Big Buck Hunter II - Sportsman's Paradise (v2.02.08) [Ted Green]
Big Buck Hunter II - Sportsman's Paradise (v2.02.09) [Ted Green]
Dragon 64 (HD6309E CPU) [David Ladd]
Ghox (joystick, older) [caius]
Irion [Robbbert, mcp]
Master Boy (Spanish, PCB Rev A) [ARPA, Recreativas.org]
Opa Opa (Rev A, unprotected) [ShouTime, Charles MacDonald, Smitdogg, The Dumping Union]
Street Fighter II: The World Warrior (Thunder Edition, bootleg, set 2) [coolmod, The Dumping Union]
Street Fighter III 3rd Strike: Fight for the Future (Japan 990512) [Guru]
Street Fighter III 3rd Strike: Fight for the Future (Japan 990608) [Guru]
Super Cobra (bootleg, set 2) [Belike]
Tano Dragon 64 (NTSC; HD6309E CPU) [David Ladd]
The Real Broadway (9131-20-00 R0C) [Brian Troha, The Dumping Union]
TI-73 Explorer (bootleg) [Julian Lachniet, critor]
Machines promoted to working
Gunpey (Japan) [Peter Wilhelmsen, Morten Shearman Kirkegaard, David Haywood]
Mephisto Amsterdam [Sandro Ronco]
Motor Raid - Twin [Angelo Salese, R. Belmont, O. Galibert, ElSemi]
Virtua Fighter 2 (Version 2.1) [Angelo Salese, R. Belmont, O. Galibert, ElSemi]
War: The Final Assault (EPROM 1.9 Mar 25 1999, GUTS 1.3 Apr 20 1999, GAME Apr 20 1999) [Ted Green]
Clones promoted to working
Eyes (Italy) [Corrado Tomaselli, The Dumping Union]
Mephisto Dallas [Sandro Ronco]
Mephisto Dallas 16 Bit [Sandro Ronco]
Mephisto Dallas 32 Bit [Sandro Ronco]
Mephisto Roma [Sandro Ronco]
Mephisto Roma 32 Bit [Sandro Ronco]
Virtua Fighter 2 [Angelo Salese, R. Belmont, O. Galibert, ElSemi]
Virtua Fighter 2 (Revision A) [Angelo Salese, R. Belmont, O. Galibert, ElSemi]
Virtua Fighter 2 (Revision B) [Angelo Salese, R. Belmont, O. Galibert, ElSemi]
War: The Final Assault (EPROM 1.3 Apr 7 1999, GUTS 1.3 Apr 7 1999, GAME Apr 7 1999) [Ted Green]
War: The Final Assault (EPROM 1.6 Jan 14 1999, GUTS 1.1 Mar 16 1999, GAME Mar 16 1999) [Ted Green]
War: The Final Assault (EPROM 1.91 Apr 13 1999, GUTS 1.3 Apr 7 1999, GAME Apr 7 1999) [Ted Green]
New machines marked as NOT_WORKING
Badlands (Konami, set 1) [Angelo Salese]
Casio CZ-101 [Dirk Best]
Casio HT-6000 [Dirk Best]
CIT-101 [Doug Crawford]
Diablo HyType II Series 1300 CPU [Edström]
e-kara (US?) [Sean Riddle, Peter Wilhelmsen]
e-kara Volume 1 (US?) [Sean Riddle, Peter Wilhelmsen]
e-kara Volume 2 (US?) [Sean Riddle, Peter Wilhelmsen]
EA Sports Madden Football (NTSC) [Sean Riddle, Peter Wilhelmsen]
Excite Fishing DX (Japan) [Sean Riddle, Peter Wilhelmsen]
Let's! TV Play Classic - Namco Nostalgia 1 [Sean Riddle, Mr. Do]
Let's! TV Play Classic - Namco Nostalgia 2 [Sean Riddle, Peter Wilhelmsen]
Let's! TV Play Classic - Taito Nostalgia 2 [Sean Riddle, Mr. Do]
Lord Of The Rings - Warrior of Middle-Earth [Sean Riddle, Peter Wilhelmsen]
Lucky Draw (Pinball) [PinMAME]
Milton Bradley Electronic Milton [Sean Riddle]
MX Dirt Rebel [Sean Riddle, Peter Wilhelmsen]
Photo Play 2004 [Asure, The Dumping Union]
Play TV Football (NTSC) [Sean Riddle, Peter Wilhelmsen]
Play TV Rescue Heroes [Sean Riddle, Peter Wilhelmsen]
Play TV Snowboarder (Blue) (NTSC) [Sean Riddle, Peter Wilhelmsen]
Poly Proteus (Standalone) [Nigel Barnes, Andrew Trotman]
TV Wild Adventure Mini Golf [Sean Riddle, Peter Wilhelmsen]
New clones marked as NOT_WORKING
Arbiter Discmonitor A-01 [Nigel Barnes]
Badlands (Konami, set 2) [Angelo Salese]
ConnecTV Snowboarder (Blue) (PAL) [Sean Riddle, Peter Wilhelmsen]
Daytona USA (GTX 2004 Edition) [anonymous]
Earthshaker (Prototype) (PA-4) [PinMAME]
Game King (EZ Pay, v4.0) [unknown]
Strange Science (Rev C) [Gerald (COY), The Dumping Union]
Super Seven [caius, The Dumping Union]
TI-83 Plus (bootleg) [Julian Lachniet, critor]
TI-84 Plus (Boot Code 1.02) [Julian Lachniet, critor]
TI-84 Plus (Boot Code 1.03) [Julian Lachniet]
TI-84 Plus (bootleg) [Julian Lachniet, critor]
TI-84 Plus Color Edition (Boot Code 5.00) [Julian Lachniet, critor]
TI-84 Plus Color Edition (Boot Code 5.15) [Julian Lachniet]
TI-84 Plus Color Edition (Boot Code 5.30) [Julian Lachniet]
TI-84 Plus Orion (Boot Code 1.02) [Julian Lachniet]
TI-84 Plus Orion (Boot Code 1.03) [Julian Lachniet]
TI-84 Plus Orion (bootleg) [Julian Lachniet]
TI-84 Plus Silver Edition (Boot Code 1.03) [Julian Lachniet]
TI-84 Plus Color Silver Edition (Boot Code 4.0) [Julian Lachniet]
TI-84 Plus Silver Edition (bootleg) [Julian Lachniet, critor]
DeluxePaint II-PC (French), HP Terminal Program HP24597A, Links - The Challenge of Golf (v1.45), Lombard RAC Rally [breiztiger]
Bodyworks - An Adventure in Anatomy [Dan Tootill]
Banner Blue Movie Guide, Dungeon of Pun III (Gemini Shareware), Roger Ebert's Deluxe Movie Home Companion - 1986-1992 Editions, Video Companion: The Software (Spring '92 Edition) [Foone Turing]
Links - Championship Course - Firestone Country Club, Microsoft Macro Assembler 5.1 (MS OS/2 Tools) [breiztiger]
AudioClips Digital Sounds for Windows 3.1 - Star Trek: The Next Generation - "Encounter at Farpoint", Business Clip Art PicturePak 1, Programming Examples for Advanced Programmer's Guide to SuperVGAs [Foone Turing]
Alone in the Dark, Alone in the Dark (French), Home Repair Encyclopedia [Justin Kerk]
megadriv: LEGO Batman (Rus) [VedsaGolfer]
snread: A Ghost in the House, The Third Circle [David Viens]
snspell: Les Mots Difficiles (Module No. 2) [David Viens]
x1_flop: Donkey Kong 3 - Dai Gyakushuu [famicomical]
New NOT_WORKING software list additions
3do_m2: Shooter 2D [incog]
dc: 4x4 Evo (Euro, Prototype 20010109), Bokomu no Tatsujin (Jpn), Card of Destiny: Hikari to Yami no Tougousha - Genteiban (Jpn), Castle Fantasia: Seima Taisen (Jpn), Chaos Field (Jpn, Sega Direct), Chaos Field (Jpn, Sega Direct, Rev. 1), Christmas Seaman: Omoi o Tsutaeru Mou Hitotsu no Houhou - Message Kit (Jpn), Christmas Seaman: Omoi o Tsutaeru Mou Hitotsu no Houhou - Present Disc (Jpn), Comic Party (Jpn), Confidential Mission (Jpn), Cool Cool Toon (Jpn), CR Hissatsu Shigotonin: Pachitte Chonmage @VP@CHI (Jpn), Dave Mirra Freestyle BMX (World, Prototype 20000907), Dave Mirra Freestyle BMX (World, Prototype 20001016), Daytona USA 2001 (Euro, Prototype 20010227), Dead or Alive 2 (Euro), Dead or Alive 2 (Euro, Prototype 20000611), Dead or Alive 2/Fur Fighters (Euro), Dead or Alive 2 (Jpn), Dead or Alive 2 - Shokai Genteiban (Jpn), Dead or Alive 2 (USA), Death Crimson 2: Meranito no Saidan (Jpn), Death Crimson OX (USA), Deep Fighter (Euro), Deep Fighter (Fra), Deep Fighter (Fra, Prototype 20000505), Deep Fighter (Ger), Deep Fighter (USA), Dejiko no Maibura (Jpn), Demolition Racer: No Exit - Demo Version (USA), Demolition Racer: No Exit (USA), Dengen Tenshi Taisen Mahjong Shangri-La (Jpn), Denpa Shounen-teki Kenshou Seikatsu Soft: Nasubi no Heya (Jpn), Densha de Go! 2: Kousoku-hen 3000 Bandai (Jpn), Derby Tsuku 2 (Jpn), Derby Tsuku: Derby Ba wo Tsukurou! (Jpn), deSPIRIA (Jpn), Di Gi Charat Fantasy (Jpn), Di Gi Charat Fantasy - Shokai Genteiban (Jpn), Digital Keiba Shinbun: My Trackman (Jpn), Dino Crisis (Euro), Dino Crisis (Fra), Dino Crisis (Ger), Dino Crisis (Ita), Dino Crisis (Jpn), Dino Crisis (USA), Disney Les 102 Dalmatiens à la rescousse ! (Fra, Ger, Ita, Spa), Disney/Pixar Buzz Lightyear of Star Command (Euro), Disney/Pixar Buzz Lightyear of Star Command (USA), Disney/Pixar Captain Buzz Lightyear: Star Command (Ger), Disney/Pixar Les aventures de Buzz l'Eclair (Fra), Disney/Pixar Toy Story 2: Buzz l'Eclair à la rescousse ! (Fra), Disney/Pixar Toy Story 2: Buzz Lightyear eilt zur Hilfe! (Ger), Disney/Pixar Toy Story 2: Buzz Lightyear to the Rescue! (Euro), Disney/Pixar Toy Story 2: Buzz Lightyear to the Rescue! (USA), Disney's 102 Dalmatians: Puppies to the Rescue (Euro), Disney's 102 Dalmatians: Puppies to the Rescue (Euro, Prototype 20000110), Disney's 102 Dalmatians: Puppies to the Rescue (USA), Disney's Dinosaur (Euro), Disney's Dinosaur (USA), Disney's Donald Duck "Goin' Qu@ckers" (USA), Disney's Donald Duck "Qu@ck Att@ck"?*! (Euro), Doguu Senki: Haou (Jpn), Doki Doki Idol Star Seeker Remix (Jpn), Dorimaga GD Vol. 10 (Jpn), Dorimaga GD Vol. 11 (Jpn), Dorimaga GD Vol. 12 (Jpn), Dorimaga GD Vol. 1 (Jpn), Dorimaga GD Vol. 2 (Jpn), Dorimaga GD Vol. 3 (Jpn), Dorimaga GD Vol. 4 (Jpn), Dorimaga GD Vol. 5 (Jpn), Dorimaga GD Vol. 6 (Jpn), Dorimaga GD Vol. 7 (Jpn), Dorimaga GD Vol. 8 (Jpn), Dorimaga GD Vol. 9 (Jpn), Dousoukai 2: Again & Refrain (Jpn), Draconus: Cult of the Wyrm (USA), Draconus: Cult of the Wyrm (World, Prototype 20000127), DragonRiders: Chronicles of Pern (Euro), DragonRiders: Chronicles of Pern (USA), Dragons Blood (Euro), Dreamcast Express Extra (Jpn), Dreamcast Express Vol. 1 (Jpn), Dreamcast Express Vol. 2 (Jpn), Dreamcast Express Vol. 3 (Jpn), Dreamcast Express Vol. 4 (Jpn), Dreamcast Express Vol. 5 (Jpn), Dreamcast Express Vol. 6 (Jpn), Dreamcast Express Vol. 7 (Jpn), Dreamcast Middleware Conference Demo Disc Part 2 (World), Dreamcast System-Disc 2 (World), Dreamcast Visual Memory Data Issue (Jpn), DreamFlyer (Jpn), DreamKey 3.0 (Euro), DreamKey (Euro), DreamKey (Euro, Rev. 1), DreamKey Version 1.5 (Euro), DreamKey Version 1.5 (Fra), DreamKey Version 2.0 (Bel, Fin, Ned, Swe, Swi), DreamOn Collection 2 (Euro), DreamOn Collection 3 (Euro), DreamOn Collection 4 (Euro), DreamOn Volume 10 (Euro), DreamOn Volume 10 (Ger), DreamOn Volume 11 (Euro), DreamOn Volume 12 (Euro), DreamOn Volume 13 (Euro), DreamOn Volume 14 (Euro), DreamOn Volume 15 (Euro), DreamOn Volume 16 (Euro), DreamOn Volume 17 (Euro), DreamOn Volume 18 (Euro), DreamOn Volume 19 (Euro), DreamOn Volume 1 (Euro), DreamOn Volume 20 (Euro), DreamOn Volume 21 (Euro), DreamOn Volume 22 (Euro), DreamOn Volume 2 (Euro), DreamOn Volume 3 (Euro), DreamOn Volume 4 (Euro), DreamOn Volume 5 (Euro), DreamOn Volume 6 (Euro), DreamOn Volume 7 (Euro), DreamOn Volume 8 (Euro), DreamOn Volume 9 (Euro), Dream Passport 2 for LAN (Jpn), Dream Passport 2 (Jpn), Dream Passport 2 (Jpn, Rev. 1), Dream Passport 3 (Jpn), Dream Passport 3 (Jpn, Alt), Dream Passport 3 (Jpn, Alt 2), Dream Passport 3: Urban Style (Jpn), Dream Passport (Jpn), Dream Passport Premier (Jpn), Dream Passport Ver. 1.01 (Jpn), Dream Preview Vol. 8 (Jpn), Dreamstud!o: 3D Adventure Construction (Jpn), Ducati World (Euro), Ducati World Racing Challenge (USA), D+Vine [Luv] - Shokai Genteiban (Jpn), Dynamite Cop (Euro), Dynamite Cop! (USA), Dynamite Deka 2 (Jpn), Dynamite Deka 2 - Taikenban (Jpn), Ecco 3D (World, Prototype 19990506), Ecco II: Sentinels of the Universe (World, Prototype 20010219), Ecco the Dolphin: Defender of the Future (Euro), Ecco the Dolphin: Defender of the Future (Euro, Prototype 20000417 2PM), Ecco the Dolphin: Defender of the Future (Euro, Prototype 20000417 7AM), Ecco the Dolphin: Defender of the Future (Euro, Prototype 20000419), Ecco the Dolphin: Defender of the Future (Euro, Prototype 20000421), Ecco the Dolphin: Defender of the Future (Jpn), Ecco the Dolphin: Defender of the Future (USA), Ecco the Dolphin: Defender of the Future (USA, Prototype 20000606), Ecco the Dolphin: E3 Demo (USA, Prototype 19990508), ECW Anarchy Rulz (Euro), ECW Anarchy Rulz (USA), ECW Hardcore Revolution (Euro), ECW Hardcore Revolution (USA), Eisei Meijin III: Game Creator Yoshimura Nobuhiro no Zunou (Jpn), Eldorado Gate Vol. 1 (Jpn), Eldorado Gate Vol. 2 (Jpn), Eldorado Gate Vol. 3 (Jpn), Eldorado Gate Vol. 4 (Jpn), Eldorado Gate Vol. 5 (Jpn), Eldorado Gate Vol. 6 (Jpn), Elemental Gimmick Gear (Jpn), Elemental Gimmick Gear (USA), Elysion: Eien no Sanctuary (Jpn), E.O.S.: Exhibition of Speed (Euro), ESPN International Track & Field (Euro), ESPN International Track & Field (USA), ESPN NBA 2Night (USA), European Super League (Euro), Eve Zero Kanzenban: Ark of the Matter - Shokai Gentei Pack (Jpn), Evil Dead: Hail to the King (Euro), Evil Dead: Hail to the King (Fra), Evil Dead: Hail to the King (USA), Evil Twin: Cyprien's Chronicles (Euro), Evolution 2: Far Off Promise (Euro), Evolution 2: Far Off Promise (USA), Evolution: The World of Sacred Device (Euro), Evolution: The World of Sacred Device (USA), Exodus Guilty Neos (Jpn), Expendable (USA), F1 Racing Championship (Euro), F1 World Grand Prix for Dreamcast (Euro), F1 World Grand Prix for Dreamcast (Euro, Prototype 19990903), F1 World Grand Prix for Dreamcast (Jpn), F1 World Grand Prix II for Dreamcast (Euro), F1 World Grand Prix II for Dreamcast (Euro, Prototype 20000728), F1 World Grand Prix II for Dreamcast (Jpn), F1 World Grand Prix (USA), F355 Challenge (Jpn), F355 Challenge: Passione Rossa (Euro), F355 Challenge: Passione Rossa (USA), F355 Challenge: Passione Rossa (USA, Alt), F355 Challenge: Passione Rossa (USA, Prototype 20000501), F355 Challenge: Passione Rossa (USA, Prototype 20000821), Fatal Fury: Mark of the Wolves (USA), Fighting Force 2 (Euro), Fighting Force 2 (Euro, Prototype 19991202), Fighting Force 2 (Ger), Fighting Force 2 (USA), Fighting Force 2 (USA, Alt), Fighting Force 2 (USA, Alt 2), Fighting Vipers 2 (Euro), Fighting Vipers 2 (Euro, Prototype 20001226), Fighting Vipers 2 (Jpn), Flag to Flag (USA), Floigan Bros. - Episode 1 (Euro), Floigan Bros. - Episode 1 (USA), For Symphony: With All One's Heart (Jpn), Frame Gride (Jpn), Frame Gride - Test Operation Disc (Jpn), Frogger 2: Swampy's Revenge (USA), Fur Fighters (Euro), Fur Fighters (Euro, Demo), Fur Fighters (Euro, Prototype 20000602), Fur Fighters (Euro, Prototype 20000612), Fur Fighters (USA), Fushigi no Dungeon: Fuurai no Shiren Gaiden: Onnakenshi Asuka Kenzan! (Jpn), GaiaMaster: Kessen! Seiki-ou Densetsu (Jpn), Gakkyuu-ou Yamazaki: Yamazaki Oukoku Daifunsou! (Jpn), Ganbare! Nippon! Olympics 2000 (Jpn), Garou: Mark of the Wolves (Jpn), Gauntlet Legends (Euro), Gauntlet Legends (USA), Generator Vol. 1 (USA), Generator Vol. 1 (USA, Alt), Generator Vol. 1 (USA, Alt 2), Generator Vol. 1 (USA, Alt 3), Generator Vol. 1 (USA, Alt 4), Generator Vol. 2 (USA), Generator Vol. 2 (USA, Alt), Generator Vol. 2 (USA, Alt 2), Get!! Colonies (Jpn), Giant Gram 2000: Zen Nihon Pro Wres 3 Eikou no Yuusha-tachi (Jpn), Giant Gram 2000: Zen Nihon Pro Wres 3 Eikou no Yuusha-tachi (Jpn, Alt), Giant Gram: Zen Nihon Pro Wres 2 in Nihon Budoukan (Jpn), GigaWing 2 (Jpn), GigaWing 2 (USA), GigaWing (Euro), GigaWing (Jpn), GigaWing (USA), GK: Giant Killers (Euro), GK: Giant Killers (Euro, Prototype 20010109), Godzilla Generations: Maximum Impact (Jpn), Golf Shiyou yo 2: Aratanaru Chousen (Jpn), Golf Shiyou yo: Course Data-shuu Adventure-hen (Jpn), Golf Shiyou yo (Jpn), Grandia II (Euro), Grandia II (Jpn), Grandia II - Special Package (Jpn), Grandia II - Tentou-you Demo (Jpn), Grandia II (USA), Grand Theft Auto 2 (USA), GTA 2 (Euro), GTA 2 (Fra), Guilty Gear X (Jpn), Guilty Gear X - Taikenban (Jpn), Gunbird 2 (Euro), Gunbird 2 (Jpn), Gunbird 2 (USA), Gundam Battle Online (Jpn), Gundam Battle Online - Trial Edition (Jpn), Gundam Side Story 0079: Rise from the Ashes - Premium Disc (Jpn), Gundam Side Story 0079: Rise from the Ashes (USA), Gunspike (Jpn), Guru Guru Onsen 2 (Jpn), Guru Guru Onsen 3 (Jpn), Half-Life (Video) (World), Happy Lesson: First Lesson (Jpn), Happy Lesson (Jpn), Harusame Youbi (Jpn), Headhunter (Euro), Heavy Metal: Geomatrix (Euro), Heavy Metal: Geomatrix (USA), Hello Kitty no Dream Passport 2 (Jpn), Hello Kitty no Garden Panic (Jpn), Hello Kitty no Lovely Fruit Park (Jpn), Hello Kitty no Magical Block (Jpn), Hello Kitty no "Otonaru" Mail (Jpn), Hidden & Dangerous (Euro), Hidden & Dangerous (USA), Hoyle Casino (USA), Hundred Swords (Jpn), Hydro Thunder (Euro), Hydro Thunder (Euro, Prototype 19990908), Hydro Thunder (USA), Hydro Thunder (USA, Rev. 1), Hydro Thunder (World, Prototype 19990616), Kidou Senshi Gundam Gaiden: Colony no Ochita Chide... (Jpn), Millennium Soldier: Expendable (Euro), Millennium Soldier: Expendable (Euro, Prototype 19990715), Promotion Disc (Jpn), Resident Evil: Code: Veronica (Spa), Shinkisekai Evolution 2: Tooi Yakusoku (Jpn), Shinkisekai Evolution (Jpn), Super Speed Racing (Jpn), Tee Off (Euro), Tee Off (USA), Tee Off (USA, Alt), The Flintstones: Viva Rock Vegas (Euro) [FakeShemp]
ibm5170: Alien Legacy (v1.00) [Justin Kerk]
interpro: Diagnostic Floppies, Intergraph System Software, Rebuild Floppies [Patrick Mackinlay]
leapster:
Cars (Spa), Disney Fairies (Spa), Disney Princesa - La Magia De Aprender (Spa), Dora the Explorer - Camping Adventure (USA), Dora the Explorer - Piñata Party! (USA), Spongebob Squarepants - Through The Wormhole (USA), Star Wars - Matemáticas Jedi (Spa), The Batman - El Poder De Los Números (Spa), Up (Spa), Wall-E (Spa) [Connie, Clawgrip, TeamEurope]
1st Grade (US), Dora the Explorer - Wildlife Rescue (USA, L-MAX), Letters on the Loose (USA, L-MAX), Madagascar (USA, L-MAX), NASCAR (USA, L-MAX), Scholastic OutWit! (US), Spider-Man - The Case of the Sinister Speller (USA, L-MAX), Spongebob Squarepants - Saves the Day (USA, L-MAX), Talking WORDS Factory (US) [TeamEurope, HardcoreHubz]
vsmile_cart: ABC Land Aventure (Fra), Disney Winnie l'Ourson - La Chasse au miel de Winnie (Fra, Rev. 2), Le Monde d'ELMO - Les Grandes Decouvertes D'Elmo (Fra), Oui-Oui - Detective d'un Jour (Fra), Roi Lion - Simba Decouvre la Jungle (Fra), Thomas er ses Amis - Les locomotives s'entraident (Fra) [TeamEurope, Buddybenj]
Translations added or modified
Chinese (Simplified) [YuiFAN]
Chinese (Traditional) [YuiFAN]
Dutch [Jos van Mourik]
French [noxx09]
Portuguese (Brazil) [Wellington Uemura]
Spanish [A. Viloria]
Source Changes
fidlstix, rndrndqs: Fixed interface between MCU and LCD controller and added 7-segment digits. [AJR]
tms9927: Configure using character clock rather than dot clock. [AJR]
pit8253: Converted counters to subdevices. [AJR]
sega_315_5195: Internalized communication latches – sound now works in fpointbla. [AJR]
sol20: Added RS-232 port. [AJR]
mcb216, cb308: Replaced UART with TMS5501. [AJR]
hnayayoi.cpp: Use HD6845 CRTC for video; improved screen parameters. [AJR]
vt100_kbd: Rewrote as UART-based serial device. [AJR]
vt100: Restored bottom lines of screen. [AJR]
vt100, la120: Made ER1400 non-volatile storage actually work. [AJR]
debugger: Fixed extent of debug view, wplist output, watchpoint view, and find command for address-shifted memory spaces. [AJR]
ins8250: Added hack to reset transmitter when Baud rate is changed. [AJR]
trs80.cpp: Derived almost all clocks from actual crystals, including raw screen parameters. [AJR]
d9final: Added NVRAM. [AJR]
qtsbc: Rewrote driver based on SBC-880 schematics. [AJR]
ay31015: Fixed receiver desync when next start bit arrives early, and synchronization at start bit. [AJR]
unkitpkr: Added switch to disable card graphics in bookkeeping mode. [AJR]
Separated TLCS-90 external IRQ line state from internal request register – fixes tenkai slowdowns. [AJR]
artmagic.cpp: Replaced NVRAM with parallel EEPROM, and improved ADPCM banking. [AJR]
Added DEC 12-15336-00 RS232 loopback connector type (required for VT102 modem control self-test). [AJR]
rainbow: Corrected bit rate generator clocks and types. [AJR]
g65816: Allow use of separate address spaces for program, data, opcodes, and vectors. [AJR]
scn2674: Added preliminary support for SCN2672 variant. [AJR]
vgmplay: Disable POKEY and QSound devices if not required. [AJR]
Include option and file names in fatal error message for failure to load media image. [AJR]
model2.cpp updates: [Angelo Salese]
Added custom debugger commands to dump geometrizer disassembly and triangle list.
Worked around ld rN, (rN) read on FIFO – fixes multiple crashes.
Skip normals for every triangle/quad in geo mode 2/3 – fixes multiple graphical glitches.
Fixed untextured path colors (used by Motor Raid and Daytona USA).
Added direct framebuffer drawing (used by Last Bronx title screen).
sharc: Implemented additional instructions used by Model 2 games. [Angelo Salese]
Added Rn = Rn FDEP Rx BY : opcode (used by Last Bronx for a vital geometrizer function).
Added fmul abs multi opcode (used by Gunblade NY).
Added SET_UREG case $67 (used by Zero Gunner 2B).
Fixed LSHIFT negative operations to not sign-extend the result (fixes Last Bronx frame flickering).
segaic24.cpp: Added xhout and xvout register callbacks (fixes Model 2 3D viewport positions). [Angelo Salese]
Wrote a preliminary TGPx4 interpreter core. [Angelo Salese]
i960.cpp: Added support for burst stall on writes. [Angelo Salese]
ddayjlc.cpp: Fixed clouds priority and title screen colors, added flip screen. [Angelo Salese]
amstrad: Ignore invalid PSG register selection – fixes input issues with Monty on the Run and Airborne Ranger. [Barry Rodewald]
metro.cpp: Enabled button 2 in daitorid* – it’s used to reorient tiles. [cam900]
hyprduel.cpp: Cleaned up, converted to use imagetek_i4220_device, changed sound output to mono. [cam900]
imagetek_i4220.cpp: Only draw portion of tilemaps exposed by clipping rectangle (improves performance). [cam900]
sknsspr: Converted to device_rom_interface, allocate decode buffer at start time. [cam900]
galpani3.cpp: Cleaned up code, added notes, allocate buffers at start time, improved alpha blending, sprite/background priorities and background/background priorities, and reduced code duplication. [cam900]
jchan.cpp: Minor improvements to sprite/sprite priorities. [cam900]
rohga.cpp: Fixed graphics decoding. [cam900]
segapcm: Added support for clock speed changes, and cleaned up code. [cam900]
vgmplay updated: [cam900]
Implemented Sega PCM interface registers.
Convert QSound pitch to DSP clock input frequency.
eolith.cpp: Corrected title/distributor for Chinese-language version of Iron Fortress. [cam900, Vas Crabb]
kaneko16.cpp: Cleaned up OKI bank switching and sound latch handling. [cam900]
es5510/taito_en updated: [cam900]
es5510: Fixed DRAM read/write, and moved buffer allocation to start time.
taito_en: Verified ESP input clock and output channels from GunBuster schematics, reduced runtime tag map lookups.
esqpump.cpp: Split ES5506 out of interface.
esqkt.cpp: Added esqpump for ES5510 interface, and fixed company tags.
kaneko_grap2: Converted to device_rom_interface, added device address map, added internal palette, and implemented brightness control. [cam900]
mcatadv.cpp: Reduced code duplication, improved ROM region names, and converted to mono sound output. [cam900]
wecleman.cpp: Added notes, cleaned up code, improved ROM region names, and converted to stereo sound output. [cam900]
ES8712: removed sound output as it’s just a controller for an Oki MSM5205/6585 and 74157. [cam900]
gcpinball.cpp, metro.cpp, lastbank.cpp, witch: Added notes, cleaned up code, and reduced runtime tag map lookups. [cam900]
blzntrnd: Corrected stereo/mono outputs according to PCB type, fixed sound bank switching, and added notes. [cam900]
lastbank: Use generic latch device for sound communication. [cam900]
gcpinball.cpp: Improved ROM region names. [cam900]
qs1000.cpp: Converted set_irq to WRITE_LINE_MEMBER. [cam900]
eolith.cpp, eolith16.cpp, vegaeo.cpp: Cleaned up VRAM handling and drawing. [cam900]
eolith.cpp, ghosteo.cpp, limenko.cpp, vamphalf.cpp, vegaeo.cpp: Modernized sound latches, reduced runtime tag map lookups, and improved ROM region names. [cam900]
hidctch3: Replaced driver init with machine configuration. [cam900]
mastboy.cpp: Cleaned up code, moved banked RAM handler into address_map_bank_device, fixed RAM error, added notes, and improved ROM region names. [cam900]
xexex.cpp: Cleaned up code, reduced runtime tag map lookups, added notes, and marked with MACHINE_IMPERFECT_GRAPHICS. [cam900]
tecmosys.cpp: Fixed background color, cleaned up bank switching, reduced code duplication, reduced runtime tag map lookups, added notes, and marked with MACHINE_IMPERFECT_GRAPHICS (due to imperfect linescroll/mixing) and MACHINE_NO_COCKTAIL (due to incorrect tilemap scroll when flipped). [cam900]
ultraman.cpp, chqflag.cpp: Minor code clean-up. [cam900]
k051649.cpp: Add scc_map to reduce duplication in driver memory maps. [cam900]
divebomb.cpp: Use generic_latch_8_device for CPU communication and input_merger_any_high_device for interrupts, and improved tags. [cam900]
ddragon.cpp: Identified CPU types. [cam900]
x68k: Implemented ADPCM panning and corrected ADPCM timer. [cam900]
gstream.cpp: Added pre-calculated RGB palette for X2222, reduced code duplication, and removed unnecessary parameters. [cam900]
Added extracted C-chip EPROM data for Volfied, Superman, Bonze Adventure, and Rainbow Islands; removed simulation. [Caps0ff]
plugins/portname: Described revised format. [Carl]
Added a hand-crafted C-chip EPROM for Rainbow Islands Extra, allowing simulation to be removed. [David Haywood]
XaviX: Added notes on IRQ source register. [David Haywood]
Added HDB-DOS device for Color Computer 1/2. [David Ladd]
Added uPD934G percussion generator device, used by Casio RZ-1. [Dirk Best]
hp64k: Added support for HPIB bus, and made extensive improvement to PHI emulation (BIST now passes). [F.Ulivi]
Added slot device to tunnel IEEE-488 between processes over a socket connection. [F.Ulivi]
bbc: Fixed shadow RAM corruption in MasteB+, and sideways RAM access in Model B. [Nigel Barnes]
electron: Set CPU clock 2MHz/1MHz according to ROM/RAM access. [Nigel Barnes]
model2.cpp: Fixed Zero Gunner background priorities. [O. Galibert]
nes_apu: Derive frame counter from clock input. [O. Galibert]
Removed macros from address maps. [O. Galibert]
interpro: Various improvements, culminating in the ability to boot the “blue screen” rebuild floppy. [Patrick Mackinlay]
Nearly boots CLIX – hangs trying to mount the filesystems.
Refactored CPU/MMU memory access, added alignment faults, and added support for DMA virtual addressing.
Implemented most C400 instructions, and fixed wait instruction.
Removed broken forced interrupt handling.
gunpey: Extracted decompressed sprite data – loaded to fix graphics until compression is understood. [Peter Wilhelmsen, Morten Shearman Kirkegaard]
midvunit.cpp: Cleaned up inputs and outputs, improved motion inputs, and sorted main buttons. [Risugami]
seattle.cpp: Cleaned up outputs. [Risugami]
Added ability to start/stop AVI recording during emulation session, and improved handling of native aspect screenshots on systems with arbitrary numbers of screens. [Ryan Holtz, Vas Crabb]
Added comm_framesync option to force instances to stay in sync.
Added preliminary MB89374 emulation – works well enough for Virtua Racing ad Virtua formula to link using real firmware.
Removed m1comm from the default model1 configuration, as not every game has one.
Converted glasgow.cpp to use mmboard device for chess board I/O. [Sandro Ronco]
Corrected size of MK48T12 timekeeper RAM. [smf]
validity check: Test all 33 possible results from count_leading_zeros() and count_leading_ones(). [smf]
Donkey Kong: Changed orientation so that -norotate matches direct feed recordings. [smf]
Added QuikLoad option for several CP/M-80 systems (Altos 5, Aussie Byte II, Decision Mate V, Kaypro, QX-10, Xerox 820). [Stefano]
c352.cpp: Changed µ-law algorithm to match Namco’s Wii VC emulator, fixed static noise between fights in Tekken 3, and fixed order of phase inversion flags. [superctr]
rgbsse: Fixed scaling functions for negative values – fixes graphical anomalies in warfa. [Ted Green]
kayproii: Fixed Baud rate generator connections (serial port and keyboard were reversed). [Vas Crabb]
Changed build options to make deprecated declaration warnings non-fatal and enabled by default. [Vas Crabb]
Started deprecating and removing poorly-performing output system APIs. [Vas Crabb]
Deprecated and removed all uses of running_machine::first_screen. [Vas Crabb, Ryan Holtz, AJR, R. Belmont, Nigel Barnes]
dsp16: Rewrote interpreter and disassembler. [Vas Crabb]
Interpreter implements almost all features and has machine cycle accuracy/granularity.
PIO and a subset of SIO output excluding multiplexed modes are implemented.
Disassembler syntax mostly matches that used by assembler, and shows live comments for predicated operations.
qsound: Added low-level emulation using DSP program (only enabled in vgmplay for performance reasons). [Vas Crabb]
qsoundhle: Changed sample rate and playback behaviour to better match DSP. [Vas Crabb]
Restricted ROM names to a shell-friendly subset of printable ASCII. [Vas Crabb]
Reduced use of naked pointers, using namespace, and preprocessor macros in recompiling CPU cores. [Vas Crabb]
Converted most machine configuration helpers to non-static member functions and adjusted macros to match. [Wilbert Pol]
crospang.cpp: Corrected clock speeds based on oscillators and PCB info. [Brian Troha]
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