Namco 500cc GP=FIM World Championships
Biker's Winning Strategies Manual
For the Namco Arcade Game
Compiled by Mark Kim
Version 0.0.3
Date of Completion: 19January2003
Date of First Circulation: 19January2003
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---------------------
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The Suzuka Track that appears in the game, Suzuka Circuit, and all the
likelinesses related to Suzuka are registered trademarks and copyrights
of the Suzuka Circuitland Co. Ltd. All Rights Reserved. Patent Pending.
The Paul Ricard Track that appears in the game, the Paul Ricard Circuit,
and all the likelinesses related to the Paul Ricard Track are registered
trademarks and copyrights of the Paul Ricard Circuit. All Rights Reserved.
The Jerez track that appears in the game, the Jerez de la Frontera Circuit,
and all the likelinesses of the Jerez track are registered trademarks and
copyrights of the Circuito de Jerez. All Rights Reserved. The motorcycle
rivals, their likeliness, whether living or dead, are the sole intellectual
properties of the FIM Corporation. All Rights Reserved. The Yamaha
motorcycle that appears in this game is a registered trademark and
copyright of Yamaha. All Rights Reserved. The Honda Motorcycle that
appears in the game is a registered trademark and copyright of Honda
Motors. All Rights Reserved. The Suzuki Motorcycle that appears in the
game is a registered trademark and copyright of Suzuki Motors. All Rights
Reserved. All events and all event likelinesses are registered trademarks
and copyrights of the Formula L'Motorcycle Corporation. All Rights
Reserved. 500cc GP has been licensed to Namco LTD and Namco America
for amusement use under supervision and respect to all FIM, Suzuka, Jerez,
Paul Ricard, Yamaha, Suzuki, Honda, and the FIM Participants' properties.
This document has been created by Mark Kim in respect to all copyrights,
patents, intellectual properties, and trademarks as no infringement was
intended.
========================================================================
HISTORY OF THIS FAQ
January 19, 2003
----------------
This is probably going to be the final update for this FAQ unless someone
wants to discuss the strategies for me. I will only update this one
as far as legal considerations are concerned. With the total shutdown
of my domain (Verasnaship Interactive), it will be very hard to
re-introduce this FAQ throughout the Internet.
========================================================================
CONTENTS OF THIS FAQ
* Newsflash
* FIM World Championships--Brought to life from Namco to the arcades
* How to play Namco 500CC GP
* The Bikes
= Suzuki (Easy)
= Honda (Medium)
= Yamaha (Hard)
* Can't win the race? TRY THIS!
* The Tracks
= Suzuka (Japanese Grand Prix)
= Paul Ricard (French Grand Prix)
= Jerez (Spanish Grand Prix)
* How to mirror this file
* How to zip and mirror this file
* Linking to GameFAQs.com
* How to suggest fixes
* Resources
* Acknowledgements
* One Final Warning
========================================================================
NEWSFLASH
As always, newer versions of this document can be found at my own
website (
http://www.verasnaship.net). If you have any suggestions that
you want to give me, then you are given direct rights to contact me
through the following medium (and note that e-mailing me directly through
my mailbox is forbidden by myself as I am going to take steps to help
fight spam):
*
http://www.verasnaship.net/emailme.html
*
http://www.verasnaship.net/text/emailme.html
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**********
========================================================================
WHAT IS NAMCO 500CC GP
The United States of America has always been the capital of the Racing
Events. If you have ever watched an Indianapolis Race, a Nascar Event,
or even a CART Event, then you might have realized that the United
States is willing to host any automobile racing event.
If you have ever imagined if there's any Motorcycle events held in the
US, then you're in luck!!! There's the Superbike World Championships
(run under authority by the FIM, but is run separately from the GPs),
which are held annually. For 1999, the annual Motorcycle Race was held
at the Laguna Seca Speedway. Plans are also underway to bring back both
the Formula 1 and the FIM Grand Prix racing to the US next year.
There's also the MBNA AMA Superbike Championships which are held through
various corners through the United States. Two of the contestants from
the MBNA AMA Superbike Series (These two are Wildcard Contestants) won
the United States Superbike Event of 1999.
Much of the reason why there are no Formula 1 or FIM Grand Prix events
held in the United States is because there are little or no United
States Citizens participating in it. Namco hopes that with this
Federation Internationale De Motorcycle-sponsored game, both Namco and
the FIM would spread awareness of the Motorcycle events that are held
under the FIM.
Unfortunately, since Namco is taking high risks of copyright infringement,
they had to go to France (which is the headquarters of the FIA and FIM)
in order to seek license or supervision to create the game. After some
debate, Namco and FIM has reached an agreement to release an FIM
Simulator for Amusement Use Only under the following conditions:
* Only Suzuka, Jerez, and Paul Ricard are permitted to be displayed
* Yamaha, Honda, and Suzuki MUST financially supervise the project
* The FIM will act as directors of the project
* Some of the real-life contestants (i.e. Takuma Aoki) will work with
Namco during the Project
The agreement between Namco and FIM has went pretty well and in the midst
of such United States Rarities comes a highly-innovative Motorycycle
Simulator from the creators of Cyber Cycles and Suzuka 8 Hours.
Thus, using the techniques, routines, and all the legal mumbo-jumbo
derived from real-life FIM races, Namco 500cc GP: FIM World Championships
was born.
Now to tell you the honest truth, much of Namco's will to produce such
a real-life game in cooperation with the Formula Internationale De
Motorcycliste is because they are already personal sponsors of both
Takuma and Nobuatsu Aoki. Both Aokis and former two time 125 world
champion Haruchika also used to race under the Ultraman Racing Team
colors in the annual Suzuka 8 hours endurance race, where they wear
racing leathers and helmets that resemble the Ultraman suits. Now
Nobuatsu Aoki rides for Team Suzuki, while Haruchika is riding for
FCC Technical Sports Racing Honda.
Getting two laps from Suzuka, Paul Ricard, and Jerez for $1.50 (at
GameWorks) isn't that bad for business (as arcades have to charge extra
for more laps). Actual Road-Racing GP events lasts for about 45
minutes, while endurance races can last from 8-24 hours!!! It's a smart
move for Namco and the FIM not to have the games last as long as the
actual Road-Racing Grand Prix or the Endurance Races.
The Japanese Road-Racing Grand Prix was held at Motegi for 1999, but will
return to the highly-acclaimed Suzuka next year (if you had to ask me, all
of Japan's Formula 1 Grand Prix Races are always held at Suzuka). The
Paul Ricard circuit was recently bought by the Number 1 man of Formula 1,
Bernie Ecclestone, and he has plans to have the Paul Ricard Track host
the France Formula 1 Grand Prix in the near-future. For this year, Jerez
hosted the Spain Formula 1 Grand Prix, though most racing fans at Spain
go for two-wheeling events.
More on the realities and likelinesses of what I have said earlier on
later as the FAQ progresses.
For those of you who dreamed to be a Criville-wannabe, but can't take the
risk of the hazards of Motorcycle Racing, this is your chance to prove
that you have what it takes to meet up with FIM's standards.
========================================================================
HOW TO PLAY NAMCO 500CC GP
* Insert the amount of coins required to play the game. A link feature
allows up to 8 players to play at once.
* For solo play, hold the View Change Button and insert the amount of
coins required to play the game.
* Once you start the game, select either Suzuka, Paul Ricard, or Jerez.
* If you are playing in Solo, you can insert more coins for extra laps
or just grip the brake to cancel.
* In a solo game, select either Race or Time Trial.
* In a Time Trial Race, you can either select trails or no trails.
* After selecting your track, select either a Yamaha, Honda, or Suzuki
Motorcycle.
* To move the motorcycle, swing the motorcycle left and right. Be sure
to keep the foot on the footrests.
* You must be at least 5'4" and weighing a minimum of 100lbs (no more
than 250lbs) to play the game efficiently.
* Squeeze the accelerator to throttle the bike.
* Grip the brake to slow down
* Release the accelerator to reduce gas feed
* In a straightaway, duck your head down to increase speed at a straight
line.
* The game ends if you complete the race or if time runs out.
* You will be judged how fast you completed a lap, how efficiently you
went through turns, and the percentage you were inside the track.
========================================================================
THE MOTORCYCLES
Note: All Motorcycles are 500cc's as stated on the FIM's Road-Racing
500cc Guidelines.
Suzuki RGV (For Beginner)
-------------------------
The speed of this motorcycle isn't too great but handling is a lot more
crisp than the other motorcycles. You can corner through heavy turns
without a lot of effort. The low weight of this motorcycle makes up for
much of Suzuki's crisp handling.
Honda NSR (For Intermediate)
----------------------------
A good balance of speed and handling. However, the rather high weight
of this motorcycle makes it unstable at turns at times. However, the
Honda accelerates faster at straightaways, making it suitable for Jerez.
A good feel of the gas and the brakes will release its potential.
Yamaha YZR (For Expert)
-----------------------
An excellent amount of speed and response. Nimble handling with high
top speed and confident stability. However, a good feel of the throttle
and brakes paired alongside with some good steering is required.
A note from "Ves"
-----------------
Now here's a bit of confusion for me: At first, when I started playing
this tour de motorcycliste at GameWorks, I thought that the Suzuki was
the easiest bike to use and the Yamaha was the hardes bike to use.
However, once I've mastered the use of the Yamaha, I began to realize
that all the bikes are the same, with the exception of weight bias, brake
distribution, and bike weight. Usually, bike weight can really hurt your
handling a lot so you should always choose a bike that will suit your
handling needs. When I used the Suzuki, it handled pretty well. When
I used the Honda, the bike didn't handled well but I was able to tame
it a bit. When I used the Yamaha, it handled well, but it went fast.
As long as you can duck your head on a straightaway, you should always
be able to achieve a robust 290 km/h provided that you try to slingshot
at your adversaries. The only thing I'm asking you to do is to slow
down ahead of time and to brake during a turn. Sometimes it's best
to variate your technique depending on your own experience. Try different
bikes and different tracks and try to learn from your mistakes to
maximize your performance on this game.
With regards of the tracks, I think that the tracks don't have a
particular skill level. The reason why each track is color-coded is
because of the emphasis of the racing track. Anyway, even though you
are new to this game, I highly recommend that you choose Suzuka as your
first track because that's the track where you can pretty much learn
the basics of the game (even though there's no speed recommendations
imprinted as opposed to the Paul Ricard Track). Choose any bike you
want because the differences between the bikes are sort of minimal to
my tastes after playing this game several times.
========================================================================
CAN'T WIN THE RACE? TRY THIS!
* Watch the angle of your steering. This is necessary to know because
your angle of turning through turns depend on how fast you will go on
that turn as well.
* Always slow down ahead of time or you may goof up BAD. The best way
to slow down is to release the throttle and grip the brake almost
immediately. Know the approximate speeds of each turn.
* Slow-in, Fast-Out. You want to slow down for each turn and when you
think you can take the exit of the turn without any further problems,
increase your speed. This one takes more practice but is well worth
the effort.
* Learn how to brake during a turn. This helps you corner through turns
a lot better.
* If you think you are going too fast, then try to ease up on the throttle.
This way you can maintain better control of the bike without kissing
the grass.
* During a straightaway, make sure that you duck your head so that you
can get streamlined. This is important to know because since this is
a *highly* interactive motorcycle simulator, your bodily actions depend
on how fast you will accelerate during any point of the race.
========================================================================
MY RECOMMENDATIONS WHEN PLAYING THIS GAME
1. Your height. You should be at least 5'5" tall. If you are too short,
then you may not be able to play the game very well since the bike is
kind of heavy to "control". This is because you need to put all of
your height and weight on the bike for efficient steering of the
motorcycle at all costs. This way you can avoid the grass and ride
the bikes like the pros do.
2. Your weight. The bike can't withstand any more than 250 pounds. The
heavier you are, the more likely the bike will break. In order to
steer the bike efficiently to avoid the grass and the barriers, you
should be weighing at least 100 pounds. I know this is full of bull
to say it but hey, I want you to be a good driver like all the pros
at the FIM, so that's why I have to say it.
3. ALWAYS KEEP YOUR FEET ON THE FOOTRESTS AT ALL COSTS!!! In real-life
motorcycling, you can't perform well unless your feet are on the
footrests. This is true in 500 CC GP. You need to use your feet in
order to "channel" your weight to swing the bike left and right.
In a real motorcycling event, though, if your feet are not in the
footrests, you've bought the farm, pal.
4. WEAR GLOVES. The controls in 500CC GP might numb your hand a bit so
you may want to wear some gloves. In a real-life racing event, this
is used as a safety measure. Although you don't have to wear gloves
on Namco's close-to-real motorcycle game, I highly recommend you to
do so to reduce the amount of blisters that you might receive.
5. If you are planning to play 500CC GP for most of your visit at either
Dave and Buster's, Jillian's, or GameWorks (for the most likelihood),
then I highly recommend that for every 3-5 games, you rest up a bit.
This way, your hands won't get tired from the twisting and turning
from having to twist the throttle and to use the brakes at the same
time. I had to say this because when I played the game too much at
a test visit to GameWorks, my hands began to get tired that I have to
refrain from playing for a bit until my hand rests up.
Enough said, let's get going.
========================================================================
THE TRACKS
500CC GP features three real-life tracks (licensed from the FIM and its
respective circuit owners) that has a high impact and/or an exciting
history on the actual FIM World Championships.
All Formula 1 Japan Grand Prix races are held at the highly-acclaimed
Suzuka Circuit (a good blend of slow and fast corners). The Motegi
Twin Oval Track hosted the Japan Road-Racing GP this year, but Suzuka
will host next year's Japan Road-Racing GP. All Endurance Races are
held at Suzuka. The Paul Ricard Track (it's rather dangerous because
there's one sharp turn entrance at an insanely high speed) is used for
Motorcycle Races to attrack the two-wheeler fans at France, but Formula
1's Bernie Ecclestone has purchased Paul Ricard in a mission to host
France's future Formula 1 Grand Prix events back at Ricard (Notice that
France's rounds are currently hosted at Magny-Cours. Magny-Cours isn't
liked by many drivers because of the many slow turns). Most of the
racing fans at Spain are two-wheeler lovers, and this year, the Formula
1 race was hosted at Jerez (Catalunya did not host the Spanish Round of
Formula 1 this year), but all of the motorcycle events are held at
Jerez, which was just recently built last year.
Still my observations are incorrect. You may need to visit both FIA, FIM,
Monaco, and Dorichi Interactive for more information about Formula 1 and
FIM. I also recommend that you browse through the site carefully while
you visit. There are now more sites that I recommend that you visit for
some Motorcycle and Formula 1 information. Here are the addresses:
*
http://www.fia.com
*
http://www.fim.ch
*
http://www.monaco.mc
*
http://www.clublurie.com/dorichi/F1/
*
http://www.dorna.com/index.html for the GP promoters
*
http://www.motograndprix.com for the official GP website
As always, more informational links about real-life Grand Prix Competition
will be announced in the future.
------------------------------------------------------------------------
INTERNATIONAL RACING COURSE=SUZUKA CIRCUIT
------------------------------------------------------------------------
Number of Turns: 20-21
Course Focus: Technical
Typical Lead Rider: T. Okada (Japan)
Target Lap Time (Using the Yamaha): Under 2'02"000
Arguably the most famous track of all time, Suzuka is a good balance of
slow and fast corners, challenging the racer's ability to be a competent
rider/driver than on speed. What really decides the outcome of the FIA
and the FIM Championships (and the like) is the dreaded Casio Triangle
(a combination of a difficult chicane and an easy right) at the final
stretch of each lap. Heavy penalties will be imposed for improper Casio
Chicane crossing (One time when I tested my motorcycle skills against
Takuma Aoki's trail using a Suzuki, I had to add 3 seconds for every time
I improperly crossed the Casio Chicane).
Even if you are a beginner, I HIGHLY RECOMMEND PLAYING ALL OF YOUR GAMES
IN THIS TRACK because with every game played on this famous track, your
skills will increase. I like the Suzuka Track. It's technical and
challenging (and that's why Suzuka has always been a safe track).
For 1999, the Japanese Road-Racing 500cc Round was held at Motegi. Next
year, the Road-Racing 500cc GP will be back at Suzuka.
------------------------------------------------------------------------
Turn Index
----------
1-2: First 2 Turns
3-6: The S-Curves
7-8: Dunlop Curve
9-10: Degner Curve
11: Gateway to the Hairpin
12: Hairpin
13: Hairpin Aftermath
14: Spoon Curve Gateway
15-16: Spoon Curve
17: 130R
18-19: Casio Chicane
20: Casio Triangle Conclusion
------------------------------------------------------------------------
I highly recommend that you use the Yamaha in this track, but the Suzuki
is also a good alternative, providing crisp handling in some cases.
Handling is the utmost importance in this track so you will definitely
need to choose the bike that suits your experience very well. Try to
shoot for a good balance between speed and handling. Choose the bike that
will suit your experience pretty well. I use the Yamaha because it's fast
and it responds well in this track.
First 2 Turns
-------------
From the left side, strive to cut the apex of the two turns. The second
of the first two turns is deadlier than the first one, so stay on guard.
Release the throttle and brake while on a straight line and while you
turn. You may need to rapid-tap the throttle if you think you are going
to eat the grass. The speed of taking the first half is about 100 mph
(161 km/h) with apex-cutting, and for the second half, you would have to
stay below 68 mph (109 km/h). By the time you are finished with all of
the First 2 Turns, you should try to fast-out and prepare for the S-Curves
by hugging the right side of the track.
S-Curves
--------
The key to take on the S-Curves is to maintain sharp handling without any
necessary slowdown. Always strive to start the turn ahead of time and
try to cut the apex. Don't brake throughout the S-Curves. If you think
you are going to go too fast, rapid-tap the throttle instead. The fourth
part of the S-Curves is possibly the deadliest of its kind. Keep on
rapid-tapping the throttle until you can't touch the grass at the left
side of the track. The ideal speed for the final part of the S-Curves is
about 70 mph (112 kmh).
Dunlop Curve
------------
Now here's where you have to watch your turning angle. For the first part
of the Dunlop Curve, try to cut the apex. However, if you are starting
the Dunlop Curve from the left side, you may need to rapid-tap the throttle
a bit to avoid the right side of the grass. Usually, the second part of the
Dunlop Curve should be taken without any further problems. Use the second
part of the Dunlop Curve to prepare for the Degner Curve: Try to speed up
as you exit from the Dunlop Curve.
Degner Curve
------------
And here's the first test of skill. Try to be at the left side of the
track after the Dunlop Curve. The Degner Curve consists of two sharp right
turns. If you see the Tire Marks that is sprawn throughout the track,
then you should try to use them to clue yourself where you should start
all the braking and slowing down at. You may need to release the throttle
while braking for precise control over the Degner Curve. Now turn. If
you think you are going to go too fast at the Degner, then use rapid-taps
of the Throttle rather than braking (Remember, Suzuka is a matter of taking
the worst turns without any unnecessary slowdown). Also, cut the apex of
both parts of the Degner Curve to reduce the severity of the two sharp
turns. The first turn should be taken in between 85-90 mph (137-145 km/h).
The second part is the deadlier of its kind and you should stay in between
60-70 mph (96-112 kmh) based upon your own experience. You should fast-out
once you are finished with the Degner Curve.
Hairpin
-------
Cut the apex of the Gateway Right. Now you will really need to slow down
if you want to stay competitive. Release the throttle and grip the brake
while turning and travelling in a straight line. If your speed reaches
below 35 mph (56 kmh), it's time to start either using reduced-throttle
or rapid-taps of the throttle. I perfer reduced throttle because you can
stay at the inside of the Hairpin and avoid the grass at the right side
of the track. This is one sharp turn so once you are about to exit the
Hairpin without any further problems, speed up. This is the first turn
that you will be graded for fast-out speeds.
Between the Haripin and the Spoon Curve
---------------------------------------
The key to taking the next two easy rights is to just watch the angle of
your turning at all costs. I personally would treat them as one turn.
The second easy left is slighly deadlier but don't worry: Usually the
bike will slow down to a certain extent if you have to turn very hard.
The key in taking these turns would be to cut the apexes of the two
easy rights without any harsh turning of the motorcycle. Try to be at
the right side of the track when you are about to enter the Spoon Curve.
Spoon Curve
-----------
As a general rule, use the Motorcycle tracks. When the tire marks
intersect the right side (or just about), do a *controlled* slowing
down and cut the apex of the first turn. When you exit the first turn,
you should be at the right side of the track and you should apex-clip
the second part of the Spoon Curve. The target speed for the first half
of the Spoon Curve is 85 mph (137 km/h). Why not use rapid-taps of the
throttle for the second half? The target speed of the second half is
just about under 75 mph (120 km/h).
Afterwards, fast-out of the Spoon Curve and duck your head to get
STREAMLINED through the straightaway.
130R
----
Find a good spot to raise your head and do a controlled slowing down
from the right side of the track. Use apex-cutting techniques here at
the 130R. Slow down to about 90-100 mph (145-161 km/h). Though this
turn doesn't look too bad, you need to be slowing down ahead of time,
clipping the apex, and not going any faster than 105 mph (169 km/h)
while you are inside the 130R in order to avoid any possible contact
with the grass at the right side of the track. You need to fast-out
of the 130R once you are confident enough to get out of the turn without
further problems since you will also be graded for speed-out checks
after the 130R.
Casio Triangle
--------------
Improper passing of the Chicane will wield heavy penalties in the Time
Trial Modes. Stay at the left side of the track and release the throttle
and brake at the same time. Your speed should be under 85 mph (137 km/h).
Now steadily cut the apex of the turn (BUT DON'T GO OFF THE TRACK). It
takes practice to keep a straight line in the chicane since it's a sharp
chicane. If you think you are going to track-out, try to do a little bit
of rapid-gas tapping so that you don't get slapped for improper chicane
passing. The Casio Triangle Conclusion can be taken without any problems.
Now get streamlined after the Casio Triangle by fasting-out and ducking
your head at the conclusion of the Casio Triangle.
------------------------------------------------------------------------
PAUL RICARD
Number of Turns: 9
Course Focus: High-Speed
Typical Lead Rider: Criville (Spain)
Target Lap Time: Under 1'17"000 (with any bike)
This track is definitely boring. I hate high-speed tracks. They become
boring and according to FIA, FIM, and other racing authorities around
the globe, unsafe.
Although Paul Ricard hosted some of the past-time French F1 rounds, soon
the FIA decided to force France into finding another track to host the
F1 races. Magny-Cours would be the track that will host the French F1
rounds, but not too many drivers like the Magny-Cours track because there
are too many slow turns aloft.
A Number 1 man of the Formula 1 decided to bring back the French F1 Grand
Prix back at Paul Ricard. However, safety becomes an issue when trying
to remodel the track itself so that the FIA's safety standards are met.
The track was deemed unsafe back in 1993 when the FIA decided to replace
the Paul Ricard track with the Magny-Cours track. Hopefully, with the
new safety measures imposed by FIA, France is given enough time to make
Paul Ricard a safer track to race at.
The FIM decided that the motorcycle races should be held at Paul Ricard
instead of Magny-Cours because the FIM had a need for a few high-speed
tracks. The FIM imposed speed limits on each of the turns so that the
contestants are not making Paul Ricard an unsafe track. This means that
safe speeds are given just before a major turn aloft. Especially the
first turn where you are required to enter a sharp right through high
speeds.
I was only hoping that the principality of Monaco would host some two-
wheel races so that the Monte Carlo track would place this *unsafe* track
to shame.
------------------------------------------------------------------------
Turn 1-3: Elf
Turn 4-5: Repsol Bends
Turns 6-9: S-Curves
(I'm not sure about the turn names so please forgive me)
BTW REPSOL is a Spanish Petroleum company if you had to ask me.
Safety measures was taken in order to make Turn 1 safe. Speed limits
have been imposed on at least two turns so the number of accidents would
be reduced. If for any reason the F1 races at France MUST return to
Paul Ricard, then the FIA will impose speed limits at nearly every turn
so that the number of accidents would be reduced. Also, because of
safety considerations, the FIA may impose a ban on Turbo Engines since
it killed a lot of people in the past.
Since Magny-Cours was not liked by many F1 drivers, there was no reason
for the FIM to host a French Round at the "most-hated track in the globe".
------------------------------------------------------------------------
Note: This is a high speed track so choose a bike that will fit your
speed needs. However, Paul Ricard features some crap turns that require
an insane amount of slowing down so be prepared for the worst. Pay
special attention to the speed marks as they will help you on how fast
you can go without penalty.
Turn 1-3
--------
You need to be at the left side of the track by the time you see all the
speed limit marks at the left side. This is possibly the most dangerous
area in all of Paul Ricard. Release the pedal and brake when you reach
the "150 Mark" and don't stop braking. At the "50" Mark, stop braking
and use short taps of the throttle to corner well. The speed for cornering
the most dangerous turn in the whole game is 31 mph (50 km/h). Now for
the S-Curve, just regain your speed. During the S-Curve, you will be
graded for fast-outs. Now at the straight, stay at the left side of the
track and duck your head to get streamlined.
Turn 4
------
Use the Speed Limit Signs at the left for your cue to slow down. The
target speed to cornering this one is about 115 mph (185 km/h). If you
think you are going to track-out, use rapid taps of the throttle. Cut
the apex of the turn.
Turn 5
------
Do a controlled slowing down at the left side of the track (You will
also be graded for fast-out performance after Turn 4) but don't do too
much slowing down. Continue to hug the inside of the track and watch
your speed at the final stretch since it's surprisingly sharp. You
should try to fast out at the conclusion of the turn but don't slip
right out of the track!
Turn 6
------
Again, do a controlled slowdown of your bike and cut the apex of the
turn. If you think you are going to kiss the right side of the track,
then use rapid-taps of the throttle instead.
Turn 7
------
All you have to do here is to just watch the angle of your turning and
you should be able to kick up some speed. You should be at the right
side of the track upon entering Turn 8.
Turn 8
------
Slow down through the turn (but don't drop below 65/104) and hug the
inside of the turn. If you think you are going to kiss the right side
of the track, use rapid-squeezes of the gas. You should be at the left
side of the track once you exit Turn 8.
Turn 9
------
Release the gas and grip the brake as early as you can so that you can
clip the apex of this final turn. The ideal speed here is about 45 mph
(72 km/h) with some apex-cutting. If you can exit this turn without any
further problems, all you have to do is fast-out and travel in a straight
line as you travel through the next lap line. After exiting the turn,
duck your head so that you can get streamlined.
------------------------------------------------------------------------
JEREZ
Number of Turns: 14
Course Focus: Semi-Technical
Typical Ride Leader: Criville (Spain)
Ideal Lap Time: Under 1'48"00 (with any bike)
Note: Please visit Dorichi's F1 Page at the following address:
*
http://www.clublurie.com/dorichi/F1
Since nearly all of the citizens in Spain are two-wheel fans, it's only
natural that King Juan Carlos I ordered a brand new track to be built
somewhere at a remote city at Jerez, Spain. In the past, Barcelona has
been hosting all the races before Jerez came. Barcelona won't be the
center spotlight for much of Spain's races anymore because Jerez is being
used for the Spanish 500cc Road-Racing rounds and it's already been used
for the Spanish F1 round for 1999.
One of the many policies FIM tries to make is to impose safety on the
bikes and the tracks. In order to make sure the tracks were safe, the
FIM sent out a safety team to make sure that speed limits are imposed
on each turn and that proper sportsmanship was practice.
Read more about FIM at
http://www.fim.ch. Hopefully, this domain should
redirect you to the correct Formula Internationale De Motorcycliste Web
Presence Account. Kudos to Team Red Herring for pointing this out.
This track is a good blend of speed and handling so it's best to use a
bike that allows you to go fast on straights, yet nimble enough to
handle through the worst turns based upon your own experience.
------------------------------------------------------------------------
Turn 1
------
Start from the left side of the track and release the throttle. Brake
while you are at the turn and cut the apex. Try to keep your speed
within the rivals in order to get the best lap time. Since the turn is
rather sharp, fast-out with caution.
Turns 2 and 3
-------------
A sharp hairpin followed by a left turn. For the hairpin, start at the
outside once again and release the throttle. Brake while turning and cut
the apex. Use rapid-throttle to prevent yourself from kissing the grass.
It's really hard to get the timing right in this turn since the hairpin
is rather sharp. After fasting-out of the hairpin, there shouldn't be too
much problems in the next turn.
Turns 4-6
---------
You only need minimal slowdown on these two turns as these turns are not
as sharp as I thought they were. Forget the brakes on these two turns.
Just use taps of the Throttle to maintain better control.
The Straightaway
----------------
Duck your head and travel right at a straight line to milk up the speed.
Jerez is a rather dangerous track in real life IMHO because there's one
hairpin entrance at high speeds. Suzuka, IMO, is the safest track in the
game if I had to compare the tracks in this video game because the Suzuka
Circuit Committee makes every effort to ensure that there's no turn
entrance at high speeds. Sure, the first turn in Suzuka is somewhat
unsafe, but since it's a blend of fast and slow turns, Suzuka even beats
out Jerez in safety.
Turn 7
------
Don't be misleded by the straight as this hairpin is also sharp. Release
the throttle and SLAM IN THE BRAKE while on a straight line and while
turning. Start from the outside and then cut the apex. It's really hard
to get the timing right because of the high-speed entrance generated from
the straightaway.
Turns 8 and 9
-------------
As with Turns 4-6, these turns should be taken with only marginal slowdown.
Use the throttle for better control over the turns, and don't do any
braking here since it slows you down even more.
Turns 10 and 11
---------------
Two sharp turns. Negotiate them by slowing down and applying some brake
on the first of the two turns. Usually braking at Turn 10 should suffice.
Sometimes you may need to brake at Turn 11 depending on how hot you took
Turn 10.
Turns 12 and 13
---------------
Again, you need only minimal slowdown on these turns. If you think you are
going to eat the grass, then rapid-tap the throttle to prevent yourself from
kissing the grass. Be sure to fast-out after Turn 13. Don't be fooled by
the straight after Turn 13 because Turn 14 is a hairpin.
Turn 14
-------
You should be at the right side of the track when you start the hairpin.
Release the throttle and brake while turning. Don't go below 35-40 mph in
this final turn. Use the throttle if you think you are going to kiss the
grass at the right. Take the turn too early and you will eat the grass
at the inside, and you'll also be slapped with a Time Trial Penalty if for
any reason you took this hairpin improperly.
========================================================================
SOME AFTERTHOUGHTS
The tracks and the bikes only seem hard to master because they are
modeled after real-life (and YES, they are modeled after real life).
That's why it's really important to learn the basics in the tightest
manner possible and to ride like a pro. If you thought that this bike
was too hard to use, just try other bikes until you can come up with
a clear-cut bike that will allow you to perform well in any of the three
tracks.
Also, please keep in mind that all the strategies outlined in this FAQ
are just raw sketches of what I thought in memory from the games that I
have played at GameWorks from a long time ago. Please feel free to make
any adjustments and/or variations according to your skill, experience,
and so-so. Variety is the utmost importance when playing this game so
keep that in mind. Once you learn how to drive the tracks and use the
bikes properly, then the game pretty much becomes second-nature.
Anyway, have fun playing 500CC GP.
========================================================================
THE DO'S AND DONT'S
Once again, this FAQ can ONLY appear at the following locations:
* Verasnaship Interactive (
http://www.verasnaship.net)
* GameFAQs (
http://www.gamefaqs.com)
* Secrets of the Game Sages (
http://www.gamesages.com)
* Cheat Code Central (
http://www.cheatcc.com)
* Code Master's Game Shark Code Creators Club (
http://www.cmgsccc.com)
Why? Because these sites are the only ones that keep all original work
updated and up-to-date. Ever since reading marshmallow's works, I've
been obsessed in limiting the amount of sites that are permitted to
display this file.
You can always get the latest version at Verasnaship first since I run
the website for myself. GameFAQs does a good job keeping the files
up-to-date at all times and is the most visited site for FAQ-related
walkthroughs. Secrets of the Game Sages is a "Code-related" partner
to GameFAQs since both GameFAQs and Secrets of the Game Sages share the
same information. Cheat Code Central not only has codes, but up-to-date
FAQs and Text-based Walkthroughs based upon marshmallow's knowledge.
Finally, Game Shark Code Creators Club is a Game Shark site run under
the Code Master to provide up-to-date Game Shark Codes and is a highly
visited Game Shark Site. However, I might elect to do PDFs on certain
games, and only my website (Verasnaship Interactive) has it.
Rules:
* DO NOT place this file in your web site directly. Only the five
aforementioned sites have an exclusive right to mirror this file.
* You can make a link to my FAQ Library Page. The only rules that
I would like to enforce is that you link ONLY to an HTML or an
Interactive Web Page. The link to this page is:
-
http://www.verasnaship.net/text/arcade.html
* Please KIM that linking to GameFAQs is goverened by the Legal
Disclaimer as foretold under the statement, "Linking Rights". I
highly recommend that you make a link to my website so that people
will always have the latest version of this work viewed right through
their screen. Please DO NOT link directly to any TXT or ZIP files
if you have to link to my page!
Part of the reason why I'm doing this is because if you don't view an
HTML Site, then you may not be able to run the ads that appear on top
of the HTML Document, which IS NO FAIR TO THE WEBMASTER.
Also, I'm doing this because all FAQ writers are just getting sick and
tired of seeing outdated versions of their files!!!
For details about linking rules, visit
http://www.templetons.com/brad/linkright.html which is Brad Templeton's
Linking Rights Essay.
========================================================================
RULES FOR GIVING SUGGESTIONS
One time when I was forced to update another FAQ for Super GT by Sega,
I was surprised to see that I was driving from Helen Keller. That is
why you MUST follow the protocol as described and/or outlined in the
Form Page URL.
========================================================================
RESOURCES OF THIS DOCUMENT
*
http://www.namco.co.jp
*
http://www.namco.com
*
http://www.clublurie.com/dorichi/F1 (Nice F1 Page)
*
http://www.fim.com
*
http://www.fia.com
Please post any correspondance to Namco 500cc GP at the NNTP Newsgroup
news:rec.games.video.arcade, which is the only newsgroup worth visiting.
========================================================================
ACKNOWLEDGEMENTS
* FIM, Suzuka, Paul Ricard, Jerez, Yamaha, Honda, and Suzuki for allowing
Namco to create a real-life FIM Simulator.
* Namco for unleashing the realities of FIM Racing at the Arcade
* Takuma Aoki, Nobuatsu Aoki, Norifume Abe, and other FIM "Riders" for
helping out Namco during the 500cc GP Project
* Team Red Herring (
[email protected]) for playing the important role in much
of the updates dated September 12, 1999.
* GameWorks at Schaumburg for being the first arcade to have Namco 500cc
GP in stock.
* Sega GameWorks LLC for finally opening up a Chicagoland location
* Dorichi for a great *simulated* Jerez Sketch
* Poln for writing a Namco Motorcross GO! FAQ
* GameFAQs for being the largest stable of original work
* Kao Megura for FINALLY reaching the 5,000 KB mark. Kao, you should
be proud of yourself. All the tiring keystrokes paid off.
* Imagine Games Network for being the largest video gaming community
* Secrets of the Game Sages for being the sister site of GameFAQs
This document is dedicated to the loving memory of Princess Diana of Wales
and Fashion Designer Gianni Versace. We need to stop destroying people
for a stupid reason right now.
** END OF DOCUMENT AND ONE LAST WARNING **
This Electronically Published Document is copyrighted (c) 1999 Mark Kim.
All Rights Reserved. This document is protected by applicable copyright
laws and international treaties. Unauthroized reproduction, retransmission,
and/or a breach of copyright, partial or full, may result in civil and
criminal penalties and is subject to maximum punishment and prosecution
to the highest extent possible by law. Please credit Mark Kim as Vesther
Fauransy where credit is due. This document is the sole property of Mark
Kim.