As CJ takes to the range, he will be facing off against two competitors in a race to score the most hits. The range provides three rounds for each weapon; the first round's winner is determined by who can shoot out 3 targets (each target has 7 spots to hit) at varying distances. The next round features 3 moving targets, again a race to shoot them all first. The third round has only 1 moving target that everyone is shooting at, the first shooter with 20 hits wins.
For each weapon, the skill level will result in different upgrades, as a general rule of thumb; reaching higher skill levels will increase the rate of fire and accuracy. Also, with some weapons, getting better skills will give CJ the ability to fire while moving and strafing and the ability to dual-wield certain pistols and SMGs.
Four weapons are used in the shooting range, namely the Pistol, the Micro-SMG, the Shotgun and the AK-47. One weapon is used for every three rounds. If Carl has 100% Pistol and Micro-SMG skill he will wield two weapons during the challenge.
The reward for completing the San Andreas' Ammu-Nation Shooting Range challenge is $10,000, a one-time increase of weapon skill level by 200 (50 for each round + 50 for completing all three rounds) and a boost for further weapon skill increase efficiency. Completion of the challenges is also necessary for 100% completion of the game. One important thing to note is that if you fail on rounds 2, 3, or 4 and you leave, you will have to start from round 1 again. If you want credit for 100%, you must do all 4 rounds in a row. Although you can fail a round and keep redoing it until you pass, as long as you don't leave and come back.
If the player enters the shooting range while having certain weapons in their inventory and leaves without finishing the course, the ammunition doubles. The weapons affected are those, that share ammunition with the weapons used in challenges, namely:
However, if you do this having never done any of the courses, it works also with Silenced 9mm and Desert Eagle, possibly as a counterweight to the actual drawback that you increase your weapon skills slower and without the boost (confirmed on PC). It is also important to note that all other weapons are not affected.
Also, if the player enters the range with the Pump Action Shotgun, they will lose it and all shells in the inventory.
In the Pistol and Micro-SMG rounds, there is a slight graphical error present. If you turn the camera around so you are facing the wall behind CJ, his arm will turn along with the camera but his body won't. His arm will bend around and point the gun behind him, but it will be deformed and going through his body.
With the "Pedestrians Attack (Guns)" cheat activated, enter the Ammu-Nation, you will see, for a few seconds, the NPC's in the shooting range will turn around and try to attack CJ. Then, they will quickly turn around and start using the shooting range without going back in there spots. Although you still can't catch them on fire with the flame thrower even when they moved up.
- While standing in an Ammu-Nation, it is not possible to kill the NPCs firing their weapons on the shooting range through the bullet-proof glass. However, oddly, when trying to burn them through the bullet-proof glass with the flamethrower, the fire penetrates the wall through the other side but does not ignite the NPCs.