Daytona USA 2: Battle on the Edge
                   Winning Strategies Guide and FAQ
                 Compiled by Mark Kim (Vesther Fauransy)
                               Beta 0.4.6
        Date of Completion: October 31, 1999 (No Time is given)
       Date of Public Release: October 31, 1999 (No Time is Given)

Copyright Information
---------------------
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 * Cheat Code Central (http://www.cheatcc.com)
 * Game Shark Code Creators Club (http://www.cmgsccc.com)
 * Darren Everden's Lair: http://www.everden.com

In addition, THIS FILE IS NOT TO BE USED for any profitable (even
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of either a $500,000 fine, a 10-year jail sentence, or both.

Currently, this document is being maintained and is the sole property
of Mark Kim, and both this site and the FAQ Text File are protected by
ALL APPLICABLE copyright and trademark laws, patent laws, and
international treaties. YOU MUST TREAT THIS DOCUMENT LIKE YOU WOULD
WITH ANY OTHER COPYRIGHT MATERIAL SUCH AS ADOBE INDESIGN BY ADOBE
SYSTEMS, INC.  Remember any breach of copyright, trademark, and/or
patents (which includes but not limited to plagiarism, stealing, laming,
pirating, or otherwise) and failure to adhere to ALL PARTS of this
disclaimer may violate all applicable laws resulting in severe civil
and criminal penalties, which is punishable through prosecution under
the maximum possible under the law.

Mark Kim acknowledges and respects all copyrights, patents (pending
or not), and trademarks whether if it's mentioned or not somewhere
in either the FAQ Text File and/or site as no copyright infringement
was intended. If for any reason I MUST USE any copyrighted resource,
then credit will be given at the Acknowledgements Section for the
common part.

Proper credit is mandatory whether you are attempting to use this file
as a resource to your own.

If for any reason you do not agree and/or adhere to all of this legal
disclaimer, then you should not use the Text Document.

Daytona USA is a registered trademark and a copyright of the Daytona
Speedway Association and is affiliated with the NASCAR Racing League.
The Daytona Speedway is the sole, intellectual property of the
International Speedway Corporation.  All Rights Reserved.  Daytona
USA and Daytona USA 2 were licensed for recreational/amusement
purposes by Sega, Toshihiro Nagoshi, AM2 under respect to all NASCAR
and International Speedway Corporation Properties.  This FAQ has been
created by Mark Kim in respect to all copyrights, as no infringement
was intended.

I'll make this simple: THIS FILE IS MINE AND THERE IS NO UNAUTHORIZED
USE OF IT!!!  NO PAID PUBLISHERS (ESPECIALLY EGM AND ANYBODY OF THE
ZIFF-DAVIS FIRM) SHALL USE THIS FILE IN ORDER TO GENERATE INCOME OUT OF
THIS WORK!!!!  THIS FAQ HAS TO REMAIN FREE OF CHARGE AT ALL COSTS!!!!
I didn't create this file so that some hack-writer can just slack-off
and get paid for it!!!

========================================================================
HISTORY OF THIS FAQ

September 4, 1998
-----------------
This version was written as a message to the REC.GAMES.VIDEO.ARCADE
newsgroup.  There were believed to be a lot of bugs, but the message
that I forwarded to GameFAQs.com was on beta anyway.

September 16, 1998 (Premiere Full Version)
------------------------------------------
Managed to transform this message into a separate text file.  Attempted
to fix the bugs that my message had.  Also, there are some extras that
the message did not include at this time.

September 17, 1998
------------------
A Full-Purpose Version of this guide as well as a Pocket Version of this
guide were released yesterday.  More confirmed easter eggs and additional
viewpoints added.  I AM NOW ACCEPTING ANY TACTICS FOR ANY MIRRORED TRACK
CHALLENGES VIA E-MAIL!!!!!  Use [email protected] for any new tips
and tactics regarding about the Mirrored Tracks.

Spetember 28, 1998
------------------
Came up with some new tactics for each car.  It's really hard to give
out good strategies without repetitiveness when using cars as opposed to
skill level, since this game has three cars instead of one car.  Since
each car has different properties, I tried to pin-point any craplist
corners as much as I can.  I also give you my exact best lap times for
the first time in this update.  Skill-level Expert Track tactics given
out for the first time.

October 4, 1998
---------------
Added the Tips section into this guide and changed some of my personal
records in the Tracks Guide.  The Mirrored Tracks guide are now here
in this document.  However, these are empty but as I play the game a
little more, maybe I can lend you a helping hand.

October 8, 1998
---------------
Phantom Full Force Tactics were fixed as I was able to tame the Phantom
Full Force with the Manual Transmission for the first time I've ever
played this game.  Changed the records for the Fantasy Amusement Park
and edited some tactics involving the use of the Phantom Full Force Car.
I also tried to tell you what car each of the selectable cars are modeled
after as well.  BTW The Phantom Full Force Tactics assumes that you are
using the Manual Transmission, a must in all Sega Racing Games. :)  The
Endurance Mode has been added here.

October 13, 1998
----------------
Phantom Full Force tactics were added on the Expert Course just now since
I've been able to pull off First Place with this hard geezer yesterday.
Keep in mind that I'M NOT PUSHING YOU TO RUSH!!!!  A good rule of thumb
on the Expert Track is NOT TO USE THE SCORPIO OR PHANTOM CARS RIGHT AWAY
since they are somewhat frustrating to drive.  Instead, use the Chums Gum
Car in your first couple of tries.  I know that you can't get some good
speed with this car but it's a lot more forgiving to drive, though.

November 12, 1998
-----------------
Professional Tactics were added.  First Update in one month.  Dave and
Buster's at Addison finally has Daytona USA 2!!!!  I'm hoping that Super
GT (Scud Race) will be removed from D&B soon....

November 15, 1998
-----------------
Minor fixes.  Too busy to talk right now.

December 15, 1998
-----------------
Just some car-related updates.  Changed the name of the Beginner's Track.
Some of the strategies in this text document seems to be outdated.  Here,
I may offer an Adobe Acrobat (PDF) version of this document so I can
better explain the strategies.  A WinZipped document is on the works
as well.

October 31, 1999
----------------
Boy, the heat is dying out!!!  Well, some erroneous information has been
fixed in order to reflect the brand new interface.  Also, there have been
some removals in order to celebrate the usage of this file's new interface.

Also, please keep in mind that all cars in this game are replicas of
real-life NASCAR Vehicles, as they share the same engine, curb weight,
and tire ratings.  The only difference in between cars are the models
which each car are derived from, and how they behave during some of the
turns.

========================================================================
CONTENTS OF THIS FAQ

*  Newsflash
*  An Introduction to Daytona USA
*  What is Stock Car Racing?
*  Maintaing the game well
*  Model 3 Type 2 Board
*  The basics of Daytona USA 2
*  Viewpoints and Easter Eggs
*  Race Settings
*  Reason why Sega Racing Games tend to be entertaining
*  Player Cars
  = Chums Gum (Beginner)
  = Scorpio (Advanced)
  = Phantom Full Force (Expert)
*  Tips for better driving
*  The Tracks
  = Astro Waterfall Speedway (Beginner)
  = Fantasy Amusement Park (Advanced)
  = Virtua City (Expert)
*  The Mirrored Tracks
  = Astro Waterfall Speedway Mirrored
  = Fantasy Amusement Park Mirrored
  = Virtua City Mirrored
*  Do's and Dont's
*  How to suggest fixes
*  Resources of this file
*  Acknowledgements

========================================================================
NEWSFLASH

As always, newer versions of this FAQ can be found at my primary web
site, http://www.verasnaship.net.  If you have any suggestions, fixes,
or any other mumbo-jumbo that you have to share with me, then please
use this convenient mail form at the following address:

* http://www.verasnaship.net/text/emailme.html

The only rules I'd like to enforce is that you keep your messages clean
at all times.

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1234567890
**********

========================================================================
AN INTRODUCTION TO DAYTONA USA 2: BATTLE ON THE EDGE

Daytona USA 2, like the original Daytona, was created by Toshihiro
Nagoshi pursuant to a license by Nascar Properties and the Daytona
Speedway Association.  Powered by the Type 2 Model 3, the game should
display a True Color volume of 64 bits, more polygons and frames a
second than Super GT/Scud Race.  All the polygons seems to be smoothened
out, and the Stock Cars look so real that every time you touch the
Steering Wheel you feel like driving a real Stock Car.  There are even
more colors and detail to the game, even surpassing the detail as
portrayed in Super GT.

Daytona 2 wasn't created without the cooperation of Automotive Companies
for sure.  Daytona 2 used different Automotive Cooperatives than the
First one did.  In order to make sure that Daytona 2's its own game,
Toshihiro Nagoshi had this priority in mind:  Ban the 4-1-4 Shifting
from the original Daytona (This was banned since Super GT/Scud Race).
Like the first Daytona, Daytona 2 has a clutchless 4-Speed Manual, a Gas
Pedal with Potentiometers, and the use of Air Bladders to simulate real
driving pressure of the Steering Wheel.

Sega Racing Games prove to be worthwhile to play after you get the feel
of it.  The Seat Adjusters can be used to make sure that you are not
hurting your legs while playing the game, and you can use this accesory
to adjust the leg room you need to play.  I suggest that you sit all the
way back (making sure that you adjust the seat for leg room) so you can
get the most comfort of playing this game.  Virtua Racing proved to be a
discomfort for many players, so Toshihiro Nagoshi had to infest this
feature (with the cooperation of the Automotive Company he teamed up
with in Daytona 1) to allow some comfort and leg room before game play.
This allows the player to avoid any possible back pain, a pain that the
majority of Americans suffer from.

========================================================================
IF YOU ARE UNFAMILIAR WITH STOCK CAR RACING...

Legal Disclaimer:
This portion of this Strategy Guide was taken from Page 984 of the World
Book Encyclopedia, Volume A(1), Edition 1989 under Automobile Racing.
This portion of this guide is a registered trademark and copyright of
Sylvia Wilkinson and the World Book Encyclopedia Corporation in assoc.
with World Book, Inc.  All Rights Reserved.  This portion was created
by Mark Kim in respect to all World Book Properties as no copyright
infringement was intended.

Stock Car Racing is the highly watched kind of automobile racing in the
United States, but the popularity of this form of racing is centralized
in the South, because Daytona Beach was the place where the races were
originated and authenticated at.  Only American Automobiles are allowed
to participate in this sport as per NASCAR rules and regulations.  Other
restrictions include the largest, latest possible sedans (namely the
Chevrolet Monte Carlo, Ford Taurus, and Pontiac Grand Prix) which
resemble the cars that Ford, Chevy, and Pontiac Dealers have in stock.
Although they look like everyday passenger and family cars, these cars
are made of high-impact steel-caged body that enables the car to take
extreme punishment, windows that were made to last, fenders that
produce excellent downforce (so the Stock Car can handle corners more
efficiently), a front engine that has been engineered for speeds of more
than 200mph (322kmh) on Straights, very fat tires that enables the Stock
Car to hug the road more efficiently on corners, and racing support
Suspension Bars that keeps the ride smooth during racing.  Drivers sit
on the usual driving seat like everyday passenger cars.  Stock Cars tend
to be the heaviest of all forms of racing cars, as they can weigh as
heavy as 3700 pounds.  Most of the stock cars in real life have a front
engine, rear-wheel drivetrain configuration.

Nearly all major Stock Car Races (including the pain-in-the-ass Southern
Cup 500 at Darlington, South Carolina) are held in the United States,
on Oval Asphalt tracks.  These tracks can be as short as 1/5 of a Mile
(320m) and can be as large as 2 and 2/3 miles (4290m) in length.  When
a race is held at a Superspeedway (such as Talladega, Alabama), there
tends to be wide, high-banked corners that enable lots of cars to take
turns at speeds of more than 200mph/322kmh.

NASCAR governs all of these races, such as the Winston Cup, which is
held ONLY in the USA.  Jeff Gordon has became a Three-Time Winston Cup
Champion as of last week.  However, even though he feels that Winston
Cup isn't enough, he also have managed to tie Richard Petty for the most
wins in one season.  All Jeff Gordon needed to do was to place 40th or
better to clinch the title on Race 32.  At the final two races, Jeff
placed first.

NASCAR is making new rules for the 1999 season, meaning that these rules
will really hurt the driver if he does not comply with the new set of
rules.  For example, tire checks has been enforced whether to see if
some of the top drivers like Jeff Gordon, Mark Martin, Dale Jarrett,
Jeff Burton, Jeremy Mayfield, and the others are using some dipping
liquid to make their tires stick to the ground better.  This "cheating
liquid" will be forbidden at all costs next year.  Also, blatant testing
of the car will also not be allowed as per http://www.nascar.com.  This
is to make sure that proper "All American" sportsmanship is adhered to.

========================================================================
TREAT YOUR CABINET WITH ZEST AND WITH CARE

1.  If for any reason the driving wheel turns too loose, then that means
   that the air bladders are broken.  This means that you can't feel
   that you need to jerk the wheel to counterbank your car all of a
   sudden.  There must be a Drive Board Error if this occurs.  Call
   your operator or attendant immediately when you experience this
   defect.

2.  Overtime the Manual Shifter gets the most abuse, and it's important
   that you don't touch it if you are not driving the Manual Car.  I'm
   getting sick and tired of ladies holding onto the Shifter while they
   are driving the Automatic Car.  To get Optimum performance of your
   game, keep both hands on the Steering Wheel with the exception of
   upshifting or downshifting.  If for any reason you are unable to
   shift to ANY gear (i.e. you tried to shift to 4, but the gear won't
   allow you to do this) for any reason, you MUST talk this out with
   your operator IMMEDIATELY.

3.  Try to take advantage of the Potentiometers of the Gas Pedal.  If
   for any reason the Tach skips some sections of the Analog Display,
   or if you are not going as fast as 200 mph on a Straightaway, or if
   you are experiencing problems with the Gas Pedal, then call your
   Operator.

4.  Brakes are very good to slow down at tight corners.  However, if
   you cannot slow down when you tap the brake, it's also time to
   contact your operator.

5.  The VR Buttons and the start button should work.  If they don't
   work, then contact your operator.

6.  Keep Daytona USA 2 and all other Deluxe Arcade Machines out of the
   reach of children at all costs.  Do not touch the controls of this
   game with the exception of game play.

========================================================================
MODEL 3, TYPE 2

The Model 3 Type 2 Board was created as a followup to the old Model 3
Board.  It boasts more RAM than the original Model 3, thus allowing even
faster gameplay in Deluxe Machines.  Complex circuitry of this board
enables the Model 3 Type 2 Board to vibrate the Steering Wheel and
control the feed of the gas in Daytona USA 2.  Its 1024 by 768 Maximum
Resolution and 120 Frames Per Second capabilities enables a virtually
polygon-free screen with fluid animation.  The Board is capable of
displaying 32Bits of Colors in a Maximum, with many colors in display
at once.  The Model 3 Type 2 Board was first used in Harley Davidson
Motorcycles and the LA Riders, a game that commemorates the American
Motorcycle Maker's 95th year in business.  The Model 3 Type 2 uses
Dolby Surround for the realistic sound possible in an arcade game.

The only complaints of this board is that is really more expensive to
use than the Naomi Board, which rivals the Model 3 Type 2 in terms of
power and capacity.  The Naomi Board is cheaper, meaning that any game
stocked with the Naomi Board isn't restricted to high-end arcades.

========================================================================
THE BASICS OF DAYTONA USA 2: BATTLE ON THE EDGE

It's important in Daytona 2 to learn from your mistakes.  Ever since
Virtua Racing, Toshihiro Nagoshi has made sure that realism and fantasy
mix together in order to bring out an acceptable challenge.  Here are
some terms that I can come out for now:

Braking: I strongly recommend that you rest your left feet on the
Brakes, and the right feet on the Gas Pedal.  There are two types of
braking.  Gas-Feed Braking occurs when you brake when you have the gas
running.  No-Gas Braking occurs when you release the gas and brake
almost immediately.  You need to know when to use whatever type of
braking when taking on a certain turn in the race.  There are times when
you need to use some throttle when taking on a hairpin and there are
also times when you have to release the gas for handling purposes.  Some
instances when you have to choose between gas-feed braking and no-gas
braking is at the Virtua City Port, where handling plays an important
role.  I'll let you know what braking you should use as this guide goes
on.

Powersliding: Powersliding is done when you tap the brake (almost
immediately after you release the gas) in a straight line, and you fully
bank your car to the direction you want to slide.  While Powersliding,
it's important that you have a good feel of the steering wheel in order
to counterbank the fishtail.

There are many ways to powerslide which follows:

- Tap the brake while feeding in gas.  While braking, turn the wheel hard
 and steer up.  The chances of sliding depends on your car's downforce,
 weight, wheelbase, and the strength of the car's anti-lock brakes.

- Release the gas pedal and wait for AT LEAST 1 second before powersliding.
 Now hit the gas while turning the steering wheel hard at the same time.
 The chances of sliding depends on your car's downforce, weight, wheelbase,
 and the strength and type of the Fuel Injection used in the car that you
 are using.

- Shift down to either 2nd or 1st gear to alter the Car's Yaw Tolerance.
 While the car's redlined, turn the car softly so that the car's able to
 slide without spinning out.  Braking cutting too little gas has a tendency
 to throw you closer to the wall and grass.  Please do all of your braking
 at a straight line and before a turn (Jarno Kokko standed true on this
 one on a document produced in cooperation with Eugene Moon).  If you
 NEED to brake or cut the gas feed, do a quick 4-1-4 (It should be safe
 now to do so without spinning out) to lock the wheels.  The gearbox now
 has a special wheellock feature that enhances the car's grip.  Braking
 won't do any more good now because the Stock Cars are now equipped with
 Anti-Lock Brakes.  The chances of sliding depends on how tolerant your
 car's yaw is.

However, there are bound to be corners when you can cut your speed and
maintain your flame with the competition without having to overslide.
In the Grand Prix and Endurance Settings, Oversliding or any means of
Powersliding can wear out your tires and can make your car's handling
even lousier the next time you face a tight corner, so try to keep
oversliding to an absolute minimum on these two settings.  As the
turn ends, counterbank the car.  To learn how to powerslide, use any
car with the Manual Transmission (it's ludicrous) at Astro Waterfall
Speedway.  The final turn should allow you to get used to the real-life
powersliding mechanics in the game.  You may wind up losing speed while
sliding, so be prepared to take advantage of the gas pedal's
potentiometers when doing this.

Note: You can 4-1-4 using the Phantom Car on certain occasions, but make
sure that you do it quick and at a straight line as you'll spin-out if
you turn too hard.  Otherwise, it would be safe not to do this.  Also,
it's REALLY hard to throw the Chums Gum Car on a slide because of its
high downforce, small wheelbase, and high yaw tolerance.

Manual Transmission: Manual is a lot harder to drive than Automatic
because you need to use the Gear Shift at the right side of the Steering
Wheel.  In the original Daytona, you had to upshift when you have risen
up to a certain speed.  Gone are the days of knowing what the appropriate
speed of upshifting is.  Now there's a Red Light near the Shifter Display
that tells you when you are redlining your engine blatantly.  If you are
accelerating and if you see the Red Light flashing, then it's time to
upshift (Watch that redline on the tach!).

Now here are the recommended speed ranges:

- First Gear: 0-70 mph (0-113 kmh)
- Second Gear: 71-110 mph (114-177 kmh)
- Third Gear: 111-160 mph (178-257 kmh)
- Fourth Gear: Anything higher than 160 mph (257 kmh)

Manual Transmission provides stronger acceleration than Automatic, and
in a certain extent, more controllable handling than Automatic.  You
can even throw your car into a powerslide easier than the Automatic (by
downshifting on a corner) and please keep in mind that these Stock Cars
are based upon the 1998 Nascar formula of Stock Cars, so unless you do
the following technique for the old-fashioned 4-1-4 shifting: Approach
the corner at speed, 4-1-4 quickly at a straight line, and at 4th gear
(the yaw tolerance should still be unstable, but not as unstable as you
would when you held the gear at first gear) turn hard and slide with
*controlled* timing, it would be safer to avoid doing this.  Although
any car can do this, this is best done with the Phantom Full Force car.
I recommend that you learn how to drive with Automatic First and then
when your skills rise, learn how to use the Manual.  I guarantee that
Manual is more rewarding to use than the Automatic once you tame Manual
for a specific track that you are driving in.  Note: to convert MPH to
KMH, multiply the MPH Figure by 1.609.  If you are planning to use the
Phantom Car, then MT is a must as Automatic won't control as well as
Manual would.

Slingshot: I call this "Air-Slinging" because you are actually trying to
drift your car into the slipstream of your drones.  To Air-Sling, line
up your car so that you can touch the air of the drone for some speed
increase.  Be sure that you get out of the line as you pass the car or
when you rear the car, the drone will gain speed and you will lose
speed.  This is an important skill to master if you want to get the
fastest lap times in any track, and this is important to learn (in
addition to Powersliding) at the Astro Waterfall Speedway.  The best
time to Air-Sling is at a Straightaway, where you can pick up the pace.
You can air-sling at a corner, although it's rather dangerous to do.

Grass and Walls: The Walls, if you happen to get in contact with, will
violently cut your speed down, wear out your tires, and damage your
car's body facing the direction you hit the wall.  The Grass is even
more terrible to deal with than the Wall because you will lose speed
rapidly and progressively (resulting in a loss of time), and in addition
to the loss of speed and some valuable ticks you will also risk burning
or melting up the tires in a flash.  It's important to avoid these two
hazards at all costs if you want to bet for the fastest lap times.  Try
to finish each lap without any contact with the Grass or the barriers.
A completed race without contact with the grass or the barriers means
that you're finally learning something in the blue.  BTW it's more likely
that you will lose stability if you touch the grass for any reason.  Also,
neither of these are not your worst enemies (unless you want to go for a
record time) since these two can be avoided with finesse.

Drones: Your worst enemy in this game is not the Grass or the Walls (you
can avoid them with skill and technique), and it's not the clock
(although beginners will consider this one their worst enemy).  It's the
drones.  Any contact with the drones will cause damage to your car.
Although you try to strive for perfection for every lap (apart from the
fact that you want a fast lap), overtime computer cars tend to pose the
greatest threat in the race.  Computer Cars tend to show intelligence in
any track and the lower the time limit, the more intelligence the
Computer Cars will show.  In any corner, they can really be a big pain
in the ass.  Any rearending with the computer car will violently cut
your speed down and do damage with your front.  Any side-impacting with
the drones will hinder your accleration and damage your sides.  You can
try to cut the car off by having the drones hit you from behind (but you
risk damaging the back of the car too), but the worst you can do is to
rear the drone going no faster than 20 mph at 200+mph which can REALLY
MAKE YOUR LIFE MISERABLE.  One time when I was taking the long banked
left in Fantasy Amusement Park, this stupid Number 16 Petreloil Car just
stayed on the inside of the turn (as I tried to do the same thing).  Just
before the first Time Extension, this car just threw me off the track which
angered me big time!  A good way to get rid of the blocking problems would
be to go outside of the turn to lure the car into blocking you at the outside,
and then move back to the inside.  However, not all cars are suspectible to
the Out the Car off then back inside where you came from, so the best thing
to do is to hussle as much as you can and not to screw up at any corridor of
any track.

In this version of Daytona USA, only a selected few of these cars will
misbehave at certain points of the game.  It's really best to pass these
bozos as quick as you can to avoid massive problems.

The Advanced Track is when you face the highest resistance from these
cars.  The lead cars and cars 10 and 11 will do everything to ruin your
lap times, and in any track, some of the cars may come through a lap
behind, just like in a real-life NASCAR Race.  These drones always love
to get a free speed boost so don't tailgate them for too long or they
will gain speed and you will lose speed.

However, in the Power Edition, all the cars will misbehave and will try
their best to ruin your lap times.  As always, try to work your way
through the track and get the cars out of your way as fast as you can.

I would like to thank TSN (Teemu Nuutinen) for helping me get to know the
enemy cars in the game.

Please keep in mind that any of the 39 cars on the Beginner Track
may have the ability to block you as you pass them in the later laps so
stay alert.  If for some reason the cars play tug-o-boat, then both of
these cars will wear down the tires.  Be careful that you are not cornering
onto a hairpin or bad turn with a car right next to you from the inside.
If the car manages to drag you into the barrier, then you'll crash REALLY
HARD.  There are also some unmentioned cars that behaves evil at times but
it's hard to throw out because the Computer tends to play like a pro, and
very few cars tend to drive evil, but the cars I've mentioned are the cars
that you have to watch out for--they can really force you off-track at
times.  I'll try to find out which cars aren't nice in the next update or
so.  Model 3 has disabled much of the lardy crashes (CS) so don't expect
too many spectacular crashes as with the original.

Variating your experience: When you play your first game of Daytona USA
2, it's important that you don't play either the Advanced or Expert
track since they contain a lot of blind turns.  Also, be sure NOT TO
select either the Scorpio or the Phantom Full Force cars the first time
you play the game as well because although they are faster, you will be
spinning out or losing control if you don't keep a firm grip of the
steering wheel at all times or if you keep on pounding on the grass,
walls, cars, or anything.  Also, controlled powersliding (although you
tend to lose speed and wear out tires by oversliding) is important to
learn, so I suggest that you play a few games using the Chums Gum Car.
Although it's difficult to throw the Chums Gum into an Overslide, it's
pretty much forgiving because you can corner at bad turns without any
fears of spinning-out.

Real Players Only: To play Real Players Only, insert your Tokens, select
a track, and your car.  Hold the Start Button while selecting your
drivetrain and you'll be able to challenge your best lap time without
those damn drones.  In order to do this on the MultiPlayer Mode, all
players must hold the start button while selecting their drivetrain.
This is better to do if you want to practice.  Otherwise, you minus well
just try to play a game with your worst enemy, drones.

Viewpoints: Like all other AM2 games, you get a choice between 4
Viewpoints.  The following viewpoints are inside the car, inside the car
within the driver's viewpoint, outside the car, but near the back of the
car, and outside the car.  There are also hidden viewpoints that you can
notify me by e-mail too.  Please see the Viewpoints section for details.

Getting a good start:  In the Beginner Track, you start with a rolling
start.  In the other tracks, you start from a Standing Start.  While
you are hearing the countdown, try to hold the Needle to the Yellow
Region of the Tach.  When the race starts, try to press on the gas
lightly until you reach in between 20-30 mph and then pedal to the
metal for excellent acceleration.  This results in some wheelspin but
you should have a jump start from here on.  Waiting until 70 mph to
pedal to the metal or pressing the pedal all the way down as the race
starts results in a bad start, something you don't want.

US Versus Metric:  Since this American Stock Car Racing, all speed
figures will be at the MPH Scale.  To convert MPH to KMH, multiply the
MPH Figure by 1.609.  To convert KMH to MPH, divide KMH by 1.609.

========================================================================
THE VIEWPOINTS SYSTEM AND EASTER EGGS

VR1:  This viewpoint button allows you to see the screen like you would
     turn on your headlights.  This is good if you want to have a good
     feel of the car, but I don't recommend this view because you are
     not able to see what direction you are going when you are sliding
     through a terrible hairpin.

VR2:  This is pretty much like you would see in real life racing.
     Not only you are able to see the hood (to assess damage at the
     front), but you are able to see what direction you are sliding.
     Going inside the car is rather tedious because you can't see
     who's sneaking up on you at your left or right.

VR3:  You'll get a good portion of view (at least a little) from the
     left and right.  Unfortunately, the car is too close to see who
     is close in front of you, and it makes it hard to airsling when
     you need to make the most out of it.

VR4:  This is the preferred view of playing (although reality is
     greatly hurt from this view).  Not only you get to see who's
     sneaking within your sides, but you can also see who's coming
     in front of you, and you can time your cornering attempts more
     efficiently.

Additional Viewpoints
---------------------
Besides the viewpoints available during the beginning of play, there
are also some additional viewpoints available for your pleasure.  If
you have any more viewpoints as I speak, feel free to let me know.

Secret Viewpoint 1:  Hold down Buttons VR1 and VR2 at the same time
for the left side of the car wheel cam.

Secret Viewpoint 2:  Hold down Buttons VR2 and VR3 at the same time
for the right side of the car wheel cam.

"Start Button" Viewpoints: Hold View 2.  While holding VR2, press the
Start Button up to 4 times.

Skyview: Hold VR4.  Press and hold VR3 while holding VR4.  Now keep
VR4 and VR3 held while pressing VR2.  It's hard to do this so practice
while the game is not on play.

Driver's Eyes: Press VR2 Twice.  Kudos to Zhisheng for this valuable
tip.

Racing in Mirror Tracks:
Insert your tokens, and select a course.  Hold the start button while
selecting a course.  These courses are a lot harder than the original
counterparts as you will need to adjust your skills gradually but
rapidly in order to compensate your handicap on these tracks.  If you
have any new tips and tactics with regards of the Mirrored Tracks,
please e-mail me at [email protected].  Your help is needed to
update the strategy list!!!!!

Solo Play:
Insert your tokens, and select a course.  After selecting a course,
tap the start button as fast as you can.  Once the countdown at the
second cabinet reaches 0, get ready to battle it all out by yourself!

Shooting Galaxy:
At laps 3 and 4 of the Fantasy Amusement Park (Advanced Track) just
before the Space Sharp Turn, press the Start Button as much as you can
and you'll see lots of lasers firing down on the road.  I do not
recommend doing this if concentration of getting a good lap is what you
are striving for.

Remixed Music:
After selecting your track, car, and mission, when you see the screen
GENTLEMEN, START YOUR ENGINES, hold the Start Button until you hear the
coach says "The race is approaching!"  Now you should be able to hear the
remixed version of the course's music.  I don't like remixed music in
Daytona USA 2 that much because it is just too tame to get me into the
racing mood, though.  BTW now that I have listened to all the music
tracks in full glory (D&B has the BGM loud that I can hear it!), I would
like to share you what soundtracks are available in each track:

* Environment Preserve Dome (Beginner): Slingshot
* Fantasy Amusement Park (Advanced): I can do it
* Virtua City (Expert): Skyscrapper Sequence

Map Alterations
---------------
Just simple.  Hold the start button and select your desired viewpoint
during Gameplay.

========================================================================
RACING MODE DIP SWITCH OPTIONS

Normal Lap Mode
---------------
8 laps for Beginner, 4 laps for Advanced, 2 laps for Expert.
Most machines use this setting for money-making purposes.  Under NO
CIRCUMSTANCES YOU SHALL PIT IN THIS switch setting EVER!!  Ignore the
messages "You're burning up the Tires!" and "CAREFUL, You'll melt the
tires!" as these messages were intended to be used to force you to
get the car back straight again.

Double Lap Mode
---------------
16 laps for Beginner, 8 laps for Advanced, 4 laps for Expert
There will be times when this setting will be used as the Default.  If
you can race carefully, then there is no need to pit, but if you are
careless, then you may have to consider pitting once, but I doubt that
you'll have to pit.  Just be careful that you don't hit the walls too
often (which will wear down the tires in a hurry).

Grand Prix Mode
---------------
Not as long as the Endurance Mode but the race ranges to about 150 to
200 Miles (241-322 km) long.  Your car is suspectible to blatant tire
damage and wear so make sure that you do not hit the grass, walls, cars,
and other hazards that isn't asphalt at all.  Pit if you hear "Your car
is due for a pit" because that's when your tires have ran out.  Be sure
that you don't overslide as you may commit unneeded pit stops, costing
lots of time.  BTW I'd like to tell you that the first time you take a
horrible turn your traction seems to be good, but the next time your
traction may be horrible depending on how you took it.

Endurance Mode
--------------
500 Laps for Beginner, undetermined in Advanced or Expert.  Race these
tracks like you would in the other settings.  Sliding will cause tire
damage but not as much as if you were to touch the ladies (grass) or
the barriers.  However, the next time you slide through a terrible turn,
traction becomes even lousier, and when you get a signal to pit, DO
IT!!!!!  A postponement in pits will result in minimal top speed, poor
acceleration, and THE LOUSIEST HANDLING you'll ever imagine!

========================================================================
WHY SEGA RACING GAMES ARE MORE EXCITING TO PLAY

There are many reasons why Sega Games can be worthwhile.  Here's my list
why I think they can be worthwhile to play:

1.  The controls are modeled after real-life.
2.  The Drones really show off their potential
3.  YOU MUST LEARN HOW TO USE MANUAL (As with all Sega Racing Games) for
   the best results.
4.  There is little room for error.
5.  You must learn how to "enslave" your car.
6.  You must know when to powerslide or not.
7.  You need to learn how to take on the corner without blatant loss of
   speed.
8.  You need a good feel of the brakes, gas, and steering wheel.
9.  I suggest that you learn how to tame ALL CARS.  Don't be playing the
   game all the way with one car.  The purpose of three cars is to
   offer a new twist on a popular game.
10. YOU MUST LEARN HOW TO USE THE PHANTOM FULL FORCE CAR TO BREAK THE
   RECORDS AT YOUR LOCAL ARCADE!!!!!!!!!!! NO EXCEPTIONS!!!!!!!!!!!!!

========================================================================
THE PLAYER CARS

Daytona USA 2 features 3 cars of the Number 41 team.  Each car has its
own skill level that the player can use to variate the challenge in the
tracks, although this was a laughing matter in Scud Race and Super GT.
Now it's time to relearn the game and master these cars in the three
tracks.

------------------------------------------------------------------------
Chums Gum
------------------------------------------------------------------------
Vital Statistics
----------------
Derived Make and Model: 1998 Chevrolet Monte Carlo

Acceleration: Least
Handling: Greatest
Top Speed: Least
Downforce: Greatest
Tire Reliability: Least
Weight Distribution: Handling-Oriented
Brakes: Strongest
Stability: Greatest
Catchup Power: Least

Best time on the Beginner Track: 2'23"xx
High Points: Handling, Stability, Very forgiving to drive, Best First
Car to use when learning Virtua City
Low Points: Hard to throw into a Powerslide, Poor Acceleration, Poor
Speed, and sliding takes off too much speed.  Parrallel Sliding requires
use of Manual Transmission.
Jump Start Tips:  Hold the pedal at the Yellow Region.  As the race
begins, you should be at the grey region.  Press the accelerator softly
and when your speed hits 35 mph, quickly pedal to the metal (but don't
do this too fast or you'll spin out your tires).
------------------------------------------------------------------------

This is a beginner's car.  Although it ranks high in handling, control,
and stability, it falls short of overall ratings.  It's rather forgiving
to drive on the long run because you don't spin out too often with this
car, but because of the short wheelbase and high downforce, you won't be
able to powerslide easily with this car.  This is the car to use if you
are learning the tracks or playing for kicks, much like the Porsche 911
in Scud Race.  This is the best car to use in Fantasy Amusement Park and
Virtua City where handling plays an important role.  Also, if you are a
Scud Race convert, maybe you should use this car to see how its handling
attributes rival those of the Porsche 911.  You can't get the fastest
lap with this car, so once you can win races regularly with this car,
then it's time to upgrade to the Scorpio Car.  Don't bother using Automatic
on the Technical Courses, though since I'm REALLY PUSHING YOU TO USE THE
MANUAL TRANSMISSION (I'm probably four-times the scrub I used to be when
the original Daytona USA was out).  The Chums Gum can be a nuisance to
powerslides because every time you throw this car onto a slide, it corrects
it too quickly, resulting in having to reduce speed in blind turns (not to
mention that it does lose a lot of speed during slides as well).  This
car may be easy to use, but in the long run, this car tends to be the
hardest car to use in the game because of its high downforce and short
wheelbase, alongside with the weakest engine in the game.

------------------------------------------------------------------------
Scorpio Batteries
------------------------------------------------------------------------
Vital Statistics
----------------
Derived Make and Model: 1998 Pontiac Grand Prix

Acceleration: Average
Handling: Average
Top Speed: Average
Downforce: Average
Tire Reliability: Average
Weight Distribution: Made for balanced driving
Brakes: Average
Stability: Average
Catchup Power: Average

Best time on the Beginner Track: 2'17"xx
High Points: Good balance of Speed and Handling, Livelier Acceleration
than the Chums Gum Car, jump starts much easier than with Chums Gum,
powerslides can be initiated with this car, More forgiving than Phantom
Full Force.
Low Points: Unless you learn how to do controlled powerslides, you'll
be prone to sliding because of its long wheelbase.  Despite the wheel-
base problem, the Scorpio shouldn't spin out too often once you tame it.
This car disdains any 4-2-3-4 cornering, which makes this car stubborn
for those who love to use the stick as part of controlled handling.
Jump Start Tips:  Hold the pedal at the Yellow Region.  As the race
begins, you should be at the grey region.  Press the accelerator softly
and when your speed hits 25 mph, quickly pedal to the metal (but don't
do this too fast or you'll spin out your tires).

------------------------------------------------------------------------

Good balace of speed and handling, and in the control of experts, can be
prove to be awesome because you don't spin out providing that you are in
control of the car, but it's quite prone to grass and concrete since you
have a tendency to spin out if you don't keep a firm grip (mainly because
of its wheelbase).  The speed comes from the stronger engine that it
sports out while handling comes from the downforce of the car applied just
right so that the Scorpio is a combination of both worlds.  Powersliding
is more imminent with this car because the longer wheelbase allows you to
take corners at higher speeds, but beginners will dislike this car because
control is weaker with this car than with the Chums Gum.  Once you get a
good feel of the gas and pedal, then you should be hanging the competition
out to dry.  Powersliding doesn't necessarily guarantee faster, more
powerful cornering.  To conclude explanation of this car, if you want
speed but with good handling that rivals the Chums Gum Car, then nothing's
more forgiving than the Scorpio Car.  The lowest point I have with this
car is that the Scorpio is stubborn to ludicrous 4-2-4 shifting, which
is a skill favored by many Daytona USA 2 players around the world.
This is strictly for use with the Automatic Transmission, as this car
lives for "Tap the Brake and turn hard to slide" antics rather than the
stick handling that some 4-1-4ers are used to.

------------------------------------------------------------------------
Phantom Full Force
------------------------------------------------------------------------
Vital Statistics
----------------
Derived Make and Model: 1998 Ford Thunderbird

Acceleration: Greatest
Handling: Slippery
Top Speed: Greatest
Downforce: Highest
Tire Reliability: Greatest
Weight Distribution: Speed-oriented
Brakes: Weakest
Stability: Least
Catchup Power: Greatest

Best time on the Beginner Track: 2'13"98
High Points: Highest Top Speed and Fastest Acceleration, Best Car to
use for any High-Low-High cornering.
Low Points:  Not a car for ATers, this car lives for MT Driving.  Also,
you need to learn how to slide with this car or you won't be able to get
too far with this one.
Jump Start Tips:  Hold the pedal at the Yellow Region.  As the race
begins, you should be at the grey region.  Press the accelerator softly
and when your speed hits 15 mph, quickly pedal to the metal (but don't
do this too fast or you'll spin out your tires).

------------------------------------------------------------------------

This is the only car that you may use if you want to make some good
records at your local arcade.  It's the ultimate tool to make full use
of the Manual Transmission's Advantage.  Automatic Transmissioners will
dread this car because they are more used to release the gas, tap the
brake and almost immediately feed the gas in to kick in the slide style.
This is indeed a hard car to master because of it's high response of the
wheel, gas, and brakes, as well as the highest curb weight in the game,
which may cause some understeer while you're going into no-gas handling.
That is why Manual offers advantages over the Automatic.  While the
Phantom isn't bright about offering much about handling, it gives up for
the ease of use to enable the full potential of Manual Transmission
handling.  All it takes is just some easing up at a straight line just
before a bad turn.  A good feel of the gas would unleash the Phantom's
true handling abilities.  There's virtually no room for error on this
car, meaning that you'll need to be a Mark Martin to tame this uncaged
beast.  Also, the Yaw Tolerance is pretty low on this car, but the
best part of the Phantom is that once you learn how to use this car
at the Expert Track, then the track should be all cake.  You'll want
to try out the Phantom on Fantasy Amusement Park and Virtua City--these
two courses are technical, a lot of squishing and sliding with reduced
speed is required.  However, with the high torque inside the hood, the
Phantom can hang out with the best of 'em.  Higher skidpad ratings does
not always equate to more confident handling, and this car really proves
it!

========================================================================
TIPS FOR HEALTHIER DRIVING

1.  When you first play the game, start with the Beginner Track first.
   Don't try to use the Scorpio or the Phantom Full Force Car right away
   because they are somewhat frustrating to drive for the first-time
   player.  Instead, choose the Chums Gum Car.  It's the slowest car in
   the game, but it's much more forgiving to drive.

2.  Master the art of Airslinging (lining up the car at the same line
   your drone is at to milk up speed and getting out of the way as you
   pass the drone).  It's impossible to keep up with the competition
   (as well as with the lead car) without using this technique at its
   fullest.  In order to airsling without error, master this technique
   at the Beginner Track.

3.  It's almost impossible to keep up with the competition at harsh
   corners without having to slide at ludicrously high speeds.  At first,
   take on the corner at low speed with some sliding.  As your skills
   increase, you can slide ludicrously at higher speeds.  Just make
   sure that you are not going too fast and forcing yourself into a
   near-spinout experience.

4.  After learning how to use the Chums Gum Car, it's time to learn how
   to use the Scorpio and Phantom Full Force Car.  It's nearly impossible
   to finish this race at first place (with the exception of the Expert
   Track) without the massive power of the Scorpio and the Phantom.
   The only thing you need to do is to perservere when taking on bad
   turns like the Outerspace Sharp.

5.  As with all Sega Racing Games, learn how to use the Manual.  Although
   you can finish the race at first place with the Automatic (in Indy</pre><pre id="faqspan-2">
   500, you can only get first place using the Manual Car, which pisses
   me off!), on the long run Manual tends to be more rewarding to use
   than the Automatic.  All it takes is a little more effort on how to
   shift up and down.  Acceleration is slightly crispier with the Manual
   and curb weight is marginally lighter than the Automatic, resulting
   in a sheer increase of speed.  The only thing I'm asking you not to
   do is to do any 4-1-4 shifting as with the original.  You can 4-1-4
   with any car, but you must 4-1-4 just a little before the turn starts
   and then begin sliding when the gearbox is at fourth gear to avoid
   spinning out.  If you leave the gearbox to 1st gear too long, you'll
   spin out.  In practice, it would be safer just to avoid 4-1-4 shifting.

6.  Staying as low as you can with the turn is the best way to take on
   the corner, but there will be times when Drones will be staying
   low too.  In some cases, drones will be reluctant to let you pass.
   Try to stay low without any contact with the drones.  Avoid any
   smoking cars since they will crash into you and cut your speed.

7.  See the "Enemy Cars" section somewhere on this document for a good
   view on how to best them.  Again, beware of the Black Number 16
   Petreloil Car, the Number 51 Brea Dana car, the Number 82 car, and
   the Light-Blue Number 55 Thorndale Technologies car.  They tend to
   ignore your luring techniques and they soon later on pose lots of
   problems.  If you are trying to go for good records on any track with
   the Phantom Car, these four cars can be a major problem.  They love
   to push you off the track (especially in hairpins), block your way,
   slow down (hoping that you'll rear them while you're airslinging them),
   and to alter your yaw tolerance by driving in a straight line while
   pushing you while you are sliding.  I would say that Number 16, 51, and
   55 are the worst, although I can't stress this one pretty well.

8.  LEARN HOW TO USE THE PHANTOM FULL FORCE CAR!!!!!!!  It's kind of hard
   to place first in all three tracks without the massive power of the
   Phantom.  All it requires is that you ease up on horrible corners
   and do a little ludicrous 4-2-4 shifting on certain occasions.  The
   Scorpio Car can stand up to the Technical Tracks but it's hard to
   beat the Beginner's track with it's relatively weaker engine.  Overall,
   the Phantom Full Force Car (though crippled by its long wheelbase and
   high curb weight) proves to be the most rewarding car to master, so
   once you can win races regularly with either the Chums Gum or Scorpio
   Car, it's time to relearn from fresh vanilla with the Phantom Car.

9.  4-1-4 Shifting is OK with the Phantom Car, but I consider this too
   dangerous to do.  If you MUST do it, 4-1-4 QUICKLY and at a straight
   line.  Now the Yaw should be intolerant enough for you to slide at
   Fourth Gear.  Timing is crucial if you want to slide without drama
   using 4-1-4, but it would be safer for you to avoid doing this, though.

10. You'll see the differences compared to me and NIC (Cho Jee Ken).  Here
   are the guys who I would like to thank for setting "standard flat-rate
   times" and for compelling me to improve with every game I play:

* NIC (Cho Jee Ken)
* STP (Teoh Zhi Xiang)
* N.D (Unknown by Author)
* KUA (Siamkua)
* Anybody at Singapore
* Jarno Kokko and Eugene Moon (although I don't know them well)

========================================================================
THE TRACKS

Daytona 2 Features 3 tracks as with the Original.  Try to use the car that
is the most forgiving for you to drive as I CANNOT AFFORD TO SEE YOU SPIN-
OUT!  As with my Scud Race FAQ, I'll try to go in-depth as much as I can,
but there will be a time when Beginner's tactics and Advanced Tactics
with each car will be imminent with each track.  If you have any more
strategies with any track using any car, then please let me know.

Chums Gum Car:  I'm going to make sure that you don't commit any blatant
slides.  I made sure that I blend control with speed whenever taking on
bad turns like the 360 at Virtua City.  Making sure that you avoid blatant
spinning of the tires, I'm gonna try as much as I can to make sure that
you are braking ahead of time before a bad turn.  This is not a fast way
to build up a fast lap time, but it's a good way to build up your skill.
If you are going to use MT, I'm gonna make sure that I do not commit any
4-1-4 drifting (This is LONG GONE!!!!!  TRUST ME ON THIS!!!!!!!), and I
also stated out what I recommend that you do when taking on a turn.
Please be aware that downshifting while holding the gas can hurt the car's
stability and yaw (ability to keep the car stable at lower gears) so
you need to keep your foot off the pedal or brake to a certain speed
in order to downshift without losing control.  It's best to downshift
right after slowing down for a turn, and best to upshift when your
speed rises.  Remember, 0-68mph is the range for First Gear, 69-108mph
is the range for Second, 109-158mph is the range for Third Gear, and
anything above 158mph should be set into fourth gear.  I'm assuming that
you are at Beginner's Skill Level when using this Car.

Scorpio Players:  Now I am going to be a little more faster with the
deadliest turns here.  I'll give my all-out, reckless driving, out of
this world driving techniques at all tracks.  I'll tell you what the best
speed for taking each turn is, and whenever possible, state out a caution
hen you risk hitting the wall or grass.  I'll also point out some key
areas where signs tend to play an important role in your attempt to take
on the turn without drama.  This should result in cornering bad turns at
higher speeds.  If you have found any truer moves using this car, then
please let me know.  If you are able to get a higher safe speed when
taking on a corner with this car, then I'm impressed. :)

Phantom Players: Now I'm gonna get faster and harder here because this
involves some prototype professional techniques NOT INTENDED FOR THE
BEGINNERS.  I'll eventually slow down even more and slide by holding
the brake while the gas is being held to kick the slide in.  I'll tell
you when the best time to slide, since this car really allows a lot of
sliding here.  There is not too much room for error of this car, so I'm
gonna try to be as much of a competent driver as I can.  I haven't thrown
this car at Virtua City yet, so the amount of strategies I give in a
track may have some bugs, so I recommend that you fix me as much as I
can.

Note: At times, I will also give out Cho Jee Ken's way of "not turning
hard, full speed ahead style" which will really push your limits to the
maximum.  Don't perform these techniques unless you have a good feel of
the gas, wheel, and brakes, and gearbox.

------------------------------------------------------------------------
ENVIRONMENTAL PRESERVE DOME
Number of Laps for most machines: 8
Entries: 40
Skill Level: Beginner
Length: 1 Mile
Number of Turns: 4
Ideal Average Speed: 200 mph
Ideal Lap Time: Under 17"00
Ideal Course Time: Under 2'17"00
Type of Start: Rolling Start
Mark's best lap: 16"53, Phantom Full Force 4MT
Initials on this Record: HAN
Mark's Overall Course Time: 2'13"98, Phantom Full Force 4MT
Initials on this Record: HAN
NIC's best Race: 2'15"67
NIC's best TT: 2'16"09
Location: Dave and Buster's at Addison, IL
------------------------------------------------------------------------
Index of Major Points:

Turn 1: Bank of Garages
Turns 2 and 3: Astro Waterfall Curves
Longest Straight: Palm Rock Valley
Turn 4: Sponsor's Hairpin
------------------------------------------------------------------------

Comments
--------
Astro Waterfall Speedway should not be a problem.  The only thing you
have to worry about is the Sonic Hairpin, which powersliding and/or a
reduction of speed is necessary.  Use of the Phantom Car is recommended
but the Scorpio is a good alternative as well.  The best way to pass a
few cars is to air-sling as often as you can and possibly stay low on
any turn, no matter what the situation is.  Since speed is the focus of
this track, you minus well learn how to use the Manual.  The Chums Gum
doesn't have the speed you need.  Due to the number of cars on this
track, accidents do happen. =(

Chums Gum: You are not at home with this track, so it's important that
you don't commit such a blatant slide at the final turn if you want to
stay competitive.  You must learn how to slingshot at the straight before
the hairpin in order to catch up with the first place car.  It's really
difficult to get first place because of its lack of speed.

Scorpio: You should have some speed with you as well as a chance to
powerslide with zest at the final hairpin (though not as fast as the
Phantom Full Force).  However, keep in mind that whenever you powerslide
through a turn, you will lose some speed (but not as much speed as if
you were to hit the wall or kiss the grass).  However, some professional
techniques in this track should be practiced with either the Chums Gum
or the Scorpio first before you even use the Phantom Full Force at the
highest extent.  Remember there is no 4-1-4 shifting allowed as I highly
suggest that you maintain your control at all times.  Downshifting while
feeding in gas will loosen up the axle, thus making the wheel feel
unresponsive as well as jerk the car into a slide too quick, resulting
in an instant spin-out.  In other words, I'll make sure that I'm as
advanced here as much as I can.

Phantom Full Force: I give you my eye-popping, reckless driving, chaotic
handling, too distorting to believe strategies as I walk you through this
track.  You can take the final hairpin in two ways as discussed in this
section of the guide.  If you are able to take on a corner at a different
strategy or if your safe speed for the final turn is much higher than
mine's, then that's great. :)

I give out my tactics as follows: Chums Gum for Easy, Scorpio for Medium,
and Phantom Full Force for Expert.  To master Advanced Tactics, try to use
the Chums Gum Car first.  You can't place first in this track using the
Chums Gum so practice all advanced tactics with this easy car, and as you
get better with Advanced Tactics, rise up to Scorpio, and then Phantom
Impulse.  There will be times when I give out tactics based upon skill
level rather than the use of the car.

Start of Race
-------------
You will get a rolling start.  With this the first lap should be your
best lap.  Right after the race starts, it's time to start milking out
cars (airslinging) for speed.

Garage Bank
-----------
Beginner: Cut the apex, ease up on the steering wheel, full speed,
don't bank the wheel too hard.  You can stay very low on this turn,
although you also have to worry about the grass at the left side of
the track.

Advanced: Try to position the car between the white line on the track
and the grass so that you can stay very low on this turn.  Doing this
requires that you have a good feel of the slant of this turn.  Sadly
and sarcastically, just when you think that staying low perfectly is
your game, drones tend to be the problem.  Since drones love to stay
low as much as you do, make sure that you use caution when doing this.

To tell you the truth, I DID have problems with the Number 68 car here.
To make things worse, later on the race, the Number 51 and 55 cars were
becoming problematic as I fought for First Place!

Astro Waterfall Curves
----------------------
Beginner: As you finish taking on the Key Bank, go to the right side
so that you will be able to cut the apex of the Key Bank, which is two
turns in one, possibly much more dangerous than the Roulette Curve in
the original.  As these turns begin, nudge the wheel gently to the left
so that you can cut the apex of the first part of these curves without
touching the grass (I call touching the grass touching or propositioning
of the ladies BTW) and right after outting and inning the first part
of this turn, do the same thing with the second half of the Astro
Waterfall Curves.  Only this time, nudge the wheel slightly faster than
the first one, but don't instantly nudge the wheel left or you'll
experience some reduced handling by the time you take on the Third
Turn.  If you are afraid that you may hit the wall, then you're always
welcome to release the pedal on the second half of these curves.

Advanced:  This strategy requires tight timing but the results are well
worth it.  You should try to cut the apex of the first half of the Astro
Waterfall Curves.  By the time the first half concludes, try to drive
parallel to the inside track edge before clipping the apex of the second
half of the Astro Waterfall Curves.  If done correctly, then you should
be thrown to the right side of the track, barely missing the wall.  You
have to make sure that you reposition the car so that you don't hit the
bizarre barrier narrowage at the right if you wish to maintain your
speed and tires.

Palm Rock Valley
----------------
Try to line up the car directly in front of you to increase your speed.
As you get near them, it will be necessary to get out of the way so
that you don't front them up which results in a loss of speed.  This
is a great area to learn how to airsling cars.

Sponsor's Hairpin
-----------------
This is the worst turn in the Beginner Track.  Like the Mount Sonic
Hairpin in the original, this is where Beginners tend to meet the
horror of the Stock Cars, Concrete.  Going full speed ahead and turning
left too hard will result in contact with the barrier which will cut
your speed gradually and rapidly (though not as severe as the grass) and
wear down and damage your tires.  Sadly, if you kissed the wall in every
lap (and if you were in your eighth lap), then you will lose even more
speed and experience some problems with acceleration.

Chums Gum:  This is where you tend to face the most problems at.  Stay
at the right side of the track for as much as you can so that you will
have some time to brake ahead of time so that your speed won't throw
you to the wall that easy.  Since drones love to cut the apex as much
as you do, it is advisable that you cut the apex with caution.  Tap the
brake just early enough so that you will powerslide throughout this turn,
and as you begin powersliding to the left, make sure that you begin
counterbanking the car because if you don't then you'll spin out and
ruin your tires a little more.  By the time this turn ends, you should
have the car straightened up completely.  The ideal speed for this one
is 185mph.  Never go anymore than this figured speed as you may hit the
wall or in a spectacular crash if you do so.  Be careful when you slide
that no drones are close to you at the left since they love to throw you
into a wall and possibly into a spectacular crash.  You may have to go
slower than 185 mph if you have to start the turn from the inside.  If
done carefully, then you don't need to use the gear shifter at all.
It's really hard to powerslide using the Chums Gum because of its high
downforce volume.  A much better way is to release the pedal, start the
turn, and feed in some gas as you cut the apex to minimize the sliding.
If done correctly, you won't have to slide at all.

Since the Chums Gum Car loses speed while sliding, try to 4-1-4 to force
the car into a slide.  Be sure that you get the gearbox back to fourth,
and the Chums Gum Car back running straight and smooth the sooner the
better (but do that ONLY if you can recover without drama).

Scorpio: You can take this turn either by using the Chums Gum method of
sliding, or you can use the Phantom Full Force way of taking it out.  I
suggest that you powerslide.  Downforce is to a much lesser degree than
the Chums Gum Car, but it's rather forgiving to drive because it's
wheelbase isn't as long as the Phantom Full Force.  Approach the corner
at the outside.  Brake so that you can slide this turn from out-and-in,
and counterbank as you return back from the turn.  Make sure that the
gas is being fed up as you brake and turn, or you'll experience quite
an understeer.  The ideal speed here is 185 mph.  It's hard to do this
turn perfectly all the time since there are foes trying to cut you off
here.

Phantom Full Force:  This is one ludicrous strategy that I am going to
give in this track.  Approach the turn from the right side, lift off the
gas by just a fraction (Darren Everden say it should be 1/10th of the
total travel of the pedal) while approaching straight, start turning in
the hairpin and press fully down onto the gas while gently counterbanking
your car when needed.  If done correctly, then you shouldn't have to
powerslide too blatantly, nor having the need to use the brakes or the
gearshift.  This strategy requires a feel of the gas and steering wheel
to get the most of it.  Timing is everything with this one.  If you
do not have a good feel of the potentiometers in the game, or if you
turn the wheel too hard, then chances are you'll be hitting the barrier
in no time.  Don't expect to do perfect on this one your first couple
of times though as you need to learn from your mistakes to repent from
it.  HOW TO PASS THIS TURN TAP BRAKES JUST RIGHT, SLIDE OUT-IN-AND-BACK
STYLE: Find a good place to tap the brake so you can out-and-in, slow-in,
fast-out, stay low with the turn while sliding.  Be careful of any cars
that are lined up at the outside.  As you brake, move into the inside.
I would say that you may want to go to the Inside as early as the start
of the turn, though I don't recommend it.  Be sure that you counter-slide
as soon as you can or you'll accidentially go into the pits.  You cannot
be going any slower than 185 while sliding to stay competitive.

Here is the NIC way of "not turning hard left, full speed ahead style":
It's possible to slide and still remain in competitive condition without
having to allow some time for error and without using the brakes at all.
This tactic requires use of Phantom and MT to do this.  At the start of
the turn, do a quick 4-3-4, and then start sliding.  Be sure to counter
as you finish the turn.  I highly don't recommend this since this throws
you away from the low side of the turn, and since I am fishy about taking
this turn high-in, low-through, and fast-out.  If done correctly, then
you should maintain speeds of 190 mph (306 kmh).  I like my way better
(Tap the brake and slide out-and-in, stay low on turn, slow-in, fast-out
style) because then I can get a better course time overall.

A good sign of a well-executed hairpin takethrough is when you cross
the Time Extension with no contact with the wall at all.  Without any
contact with the grass, walls, or barriers, you should be at under
17"00 at all costs.  To get First Place, you should be under 2'17"00,
but if you place AT LEAST third when you get to the Finish Line, then
you will see the End Credits.  I suggest that your speed hits 200 mph
by the time you hit the Next Lap Line, though.

WARNING: A GOOD RACE AT THIS TRACK CAN BE RUINED BY A FEW REARENDS AT ANY
DRONE THAT YOU ARE FACING IN THIS GAME.  BE SURE THAT YOU AVOID ALL DRONES
AS MUCH AS YOU CAN.  THIS IS IMPORTANT TO KNOW BECAUSE IF YOU WANT TO
FINISH THIS TRACK IN UNDER 2'17"00, THEN MAKE SURE THAT YOU ARE NOT TOUCHING
THE CARS WHATSOEVER!

------------------------------------------------------------------------
FANTASY AMUSEMENT PARK
Number of Laps for most machines: 4
Entries: 20
Skill Level: Advanced
Length: 2.25 Miles
Number of Turns: 10
Ideal First Lap Time: Under 53"00 for the Chums Gum Car, Under 51"00
for the Scorpio Car, Under 50"00 for the Phantom Full Force Car
Ideal Lap Time: Under 45"00 for the Chums Gum Car, Under 45"00 for the
Scorpio Car, Under 44"00 for the Phantom Full Force Car.
Ideal Course Time: Under 3'09"00 for the Chums Gum Car, Under 3'06"00
for the Scorpio Car, Under 3'03"00 for the Phantom Full Force Car.
Type of Start: Standing Start.  See the Ticket Entrance Center portion
of this guide for details.  Or better yet, there's a section devoted to
good starts at the Basics section of this guide.
Mark's Best Lap: 42"39 with the Phantom Full Force Car MT
Initials on Record: HAN
Mark's Course Time: 2'54"93 with the Phantom Full Force Car MT
Initials on Record: HAN
NIC's Chase Car/Race Time: 2'55"51
NIC's TT Time: 2'56"45
Location: Dave and Buster's Addison, IL USA
------------------------------------------------------------------------
Index of Major Points:

Starting Line and Straight: The Pirate's High Seas
Turn 1: Welcome to the Adventure Drive at Fantasy Amusement Park
Turn 2: Sewers into the Haunted House
Turns 3 and 4: Haunted House to Outerspace Fantasy
Turn 5: Outerspace Galaxy=The Alien Spider
Turn 6: Entering the Red Earth Galaxy
Turns 7-9: Red Earth=Wrecked Train Hairpin
Turn 10: Rainbow to Roller Coaster Corridor
Turn 11: Game Center Curve

------------------------------------------------------------------------
Desired Check Point Times:

Checkpoint 1: Under 9"00 (Under 14"00 for the First Lap)
Checkpoint 2: Under 22"00 (Under 27"00 for the First Lap)
Next Lap: Under 43"00 (Under 48"00 for the First Lap)

I find it REALLY HARD to keep your lap times under these figures because
the track is narrow, there's lots of barriers in this track, and there
is not enough room for error as I should speak.

------------------------------------------------------------------------

Comments
--------
This track is a lot harder than Astro Waterfall Speedway mainly because
it has a variety of sharp turns, a major hairpin, and a very long medium
left (this turn is similar to the Final Hairpin on the Advanced Track
"Dinosaur Canyon" in the original) and beginners do need some assistance
in order to finish this race without taking too much damage inflicted by
the walls and the grass.  Entering this track, I ASSUME that you know
the basics of powersliding, airslinging, cornering, and apex-clipping.
Learn them all at Astro Waterfall Speedway.  Try to learn the track with
Automatic first.  As your skill rises, you are free to use the Manual
Transmission.  Remember my Speed Range Theory earlier on the document.

Chums Gum: I will try to strike a good balance of speed and handling
as much as I can without all the blatant sliding that you don't want.
As much as I try, I make sure that the Easy Car is in complete control
when it comes to cornering tough turns at high speeds.  Not as fast as
the advanced that I will be giving, but it's a steady way to build up
your skills at the Outerspace Sharp, Volcano Tear Curve, and the Ticket
Center Hairpin.  Since the car isn't as lively as with the Scorpio or
the Phantom Full Force Cars, I strongly suggest that you use MT.  Don't
be fooled by the term "Easy Level Car" as it's really hard to throw the
Chums Gum Car into a powerslide without having to brake while feeding
in blatant gas and banking the wheel as quick as you can, which is not
a recommended way to corner.

Scorpio Players: There is plenty of Advanced Tactics here, so be prepared
to persever.  You should have more speed than Chums Gum at straightaways,
but shouldn't spin out as often as the Phantom Full Force.  I am using the
Automatic but if you want to use the Manual, please remember that any
4-1-4 shifting is discouraged.  I give you my all-out, reckless racing,
eye-popping, I can't believe my name is Michael Schumacher routines
in nearly all of the turns, though the worst turn in this track has to
be the Outerspace Sharp, which takes a lot of practice to tame.  The
speeds listed here should be just more than enough for you to burn the
competition to a crisp.  If for any reason your safe speed is much
higher than what I have listed here (or if you are able to accomplish
this using Phantom Full Force), then I'm pleased. =)  To make sure that
you are not touching the grass (ladies in my case) or the barriers,
I'll let you know when to brake with the foot off the gas and when to
brake with the foot in the pedal.  Although you may risk burning or
melting up the tires powersliding, just ignore what the coach says via
the microphone.  All I'm asking for you is to have a good feel of the
gas pedal and wheel while doing these techniques.

Phantom Full Force Players: It's important that you start easing up even
earlier in bad turns to allow some room for error.  Your main concern
has to be the Outerspace Sharp.  I'll try to pin-point how to corner the
Outerspace Sharp without any full-speed, turn hard left style.  Also,
I'll tell you how to take on the Volcano Tear Curve and the Ticket Center
Hairpin without any lawn or barrier contact.  As with the Scorpio, all
tactics will be advanced.  However, the speed and handling differences
between the Scorpio and the Phantom Full Force is adequately enough for
me to post separate strategies.  Please keep in mind that slowing down
may also involve some downshifting so be prepared to switch gears.

Pirate's High Seas
------------------
It's time to play with the big boys.  No more rolling start.  To get
the best out of this, hold the needle to the yellow region of the tach.
When the race starts, make sure that the needle is still at the gray
portion of the tach.  When your speed climbs up to 20-30mph, pedal to
the metal to milk out some speed.  Try not to pedal to the metal
instantly because you will experience blatant tirespin if you do so.
Just gently pedal to the metal for the best results.  To get the most
out of your good start, please see the Cars section of this document.

Pirate's Boat
-------------
This is a good area to airsling your opposition, but the hills can be
a great hinderance since you increase your speed when going downhill
and lose speed when going uphill.

Welcome to the Adventure Race at Fantasy Amusement Park
-------------------------------------------------------
You can take this turn at full speed.  Use this turn to prepare to
stay very low on the Horror House turn.

Sewers to Haunted House
-----------------------
This turn can be taken at full speed.  Try to stay very low on the turn
(this requires good timing) as much as you can.  However, your main
concern when staying very low on this turn is the drones, who love to
stay low on this one as much as you would.  I would say that you shouldn't
be dropping below 200 mph with the Phantom Full Force Car, and no less than
199 mph with the Scorpio Car.  With the Chums Gum Car, it's tough to tell
you, though.  This is where I had a problem with the Number 16 Petreloil
Car at.

Haunted House to Outerspace Galaxy
----------------------------------
This turn can also be taken at full speed.  Try to keep a straight line
for as much as you can (apex-clipping is acceptable as long as you don't
track-out) to maintain your speed.

To tell you the truth here, I have a MASSIVE PROBLEM with the Number
16 Petreloil Car as I tried to stay as low as I can.  You may want to
move into another line and when you can get back in the low side without
being cut-off, move back to where you were at.  Number 16 is a BIG PEST,
so steer clear of this cheeser at all times.

Outerspace Shooting Gallery
---------------------------
Use this straight just before the Outerspace Sharp to airsling as many
cars as you can.  Be aware that the Outerspace Sharp is coming up so
don't let this straight fool you.

Outerspace=The Alien Skeleton Spider
------------------------------------
This is a bizarre turn that requires you to clip the apex just right
using out-and-in style and having a good feel of the car in order to
get away from this one without too much damage.  There are turn signs
at the right side of the track signaling that this sharp left is coming
up.  Beginners will need heavy assistance here in order to get away
from this curve with no wall contact the first time around.

Chums Gum Car: This is the worst turn in the game, and requires you that
you don't go any faster than 160 mph.  You may have to go slower or
faster depending on skill.  You can powerslide although this is rather
dangerous because sliding right into the right barrier could cause damage
to your car and possibly extreme tire wear and drivetrain malfunction.
There are three signs just before the Outerspace Sharp begins.  Just a
tiny bit before you pass the Third Left Sign (or exactly when you touch
the third warning sign), brake to the 150-160 mph range from the right
side of the track while the foot is off the pedal.  Now gently cut the
apex and refrain from feeding in full gas until you're able to get into
the Second Time Extension without any contact with the right barrier.
If you were powersliding, then you should be able to counter in a flash
though it's pretty dangerous due to the quick nature of the turn.  If
you are able to minimize the powerslide and take this crappy turn at even
higher speeds, then I'm impressed. :)  It's possible to minimize sliding
with the other cars in this turn as well, though my experimentation has
been limited.  If you are not powersliding this turn, then I strongly
suggest that you don't feed in too much gas until after the turn.

Scorpio Car:  A little before or exactly when you "hit" the third
warning sign, you should be braking to 165 mph or under while the gas
is being fed up from the right side of the track.  You may have to get
the foot off the gas before braking, then resume gas feeding to have the
rear wheels spin just right so that you can slide through this turn.
Taking this turn without error requires a good feel of the gas and
wheel, and sliding is pretty difficult here because the track is kind
of narrow here.  Even though I couldn't be taking this turn at any
faster than ~155 mph, I still pulled off first place with this car if
my course time was under 3'05"50.

Phantom Full Force: You will have quite a difficulty trying to time
this turn because not only the car is heavy, but the long wheelbase will
deter your chances of getting out of the turn clean.  A little before you
"hit" the third warning sign, release the gas, brake, and while braking,
feed in gas to spin-up the rear wheels just right so that you can slide
this lamer.  Downshift to Second Gear just a little after you pass the
Third Warning Sign and tap the brakes lightly.  Slide and do a quick
3-4 and control the gas feed so that you can get out of this turn
without any barrier contact.  It's hard to avoid any possibility of
Barrier Masturbation since the course is rather narrow. =(  Although the
ideal speed is 165 mph, you should try to strive to go faster or slower
depending on your personal experience.  A good feel of the gas and grounds
for immediate counterbanking after this turn is required.  Don't feed in
too much gas or you'll kiss the barrier at the right.  This is a hard turn
to slide through because the track looks so narrow here.  Timing is
everything to cut the apex without error or penalty.  At the second Time
Extension, you should be at 4th gear and your speed should be AT LEAST
180 mph to keep up with the competition.  Never try to slide at Third
Gear or you may increase chances of Barrier Masturbation right here.

Try to downshift to Second Gear and brake *a little bit* so that you
reduce chances of hitting the wall.  You may need to do a quick 1-4 to
buffer the slide (and reduce chances of Barrier Masturbation).  Be
careful that you are NOT turning too early or you may get into a
spectacular crash.  I can't stress how important it is to downshift to
Second, then persist to a quick 1-4 as you start the turn, but this is
just one turn that will slow you down greatly.

Entering the Red Earth Galaxy
-----------------------------
Take the next turn at full speed, staying low as much as you can.  Don't
let the slight bend fool you as the Wrecked Train Hairpin is coming up and
it happens almost instantly that you can't believe it in your eyes.  OK
so there are turn signs to alert you that the Wrecked Train Hairpin is
coming up.  Read on.  And don't take on this one turn hard right, full
speed ahead style as you may kiss the barrier at the right as this turn
terminates.

Red Earth=Wrecked Train Hairpin
-------------------------------
This hairpin is murderous.  A nice way to ruin your day is to take on
this hairpin full speed ahead, turn hard right style.  Don't do it.  I
have came up with these strategies to help you out.

Chums Gum Car: Stay at the left side of the turn just before the Wrecked
Train Turn begins.  Drag your foot off the gas and brake to 135 mph just
before the turn starts.  Cut the apex smoothly while trying not to over-
feed the gas.  If you want to slide here, then YOU MUST feed in the gas
to the absolute maximum while braking to 135 and then bank hard as the
turn starts, but you need to be a good counterbanker to make the most out
of sliding.  Outing and inning with no gas braking at 135 mph is probably
a safe bet (although it isn't as fast as you thought I should be).

Scorpio Car: Stay at the left side of the turn just before the Wrecked
Train Turn begins.  The timing to take on this hairpin is rather tricky
because there are bends before the turn begins that deter your nice
timing on this one.  Release the gas, brake, and almost immediately feed
in the gas so that you can spin out the rear wheels just right so that
you can slide this turn.  The ideal speed range is between 145 mph to
150 mph.  Cut the apex while sliding, making sure that you counterbank
the turn.  I would say that the best time to prepare for the turn would
be to brake just before the left kink that guards the hairpin.  Be sure
that you downshift to Third Gear as you slow down, and feed enough gas
so that you are kicking the slide in or the slide won't work.

Phantom Full Force: This may seem to be the worst foe in the game, but
it's possible to get away with murder here in this turn.  There are two
ways to do this.  Let me tell you my usual way first:

Enter the turn from the left side of the curve.  From the final caution
sign before the Wrecked Train begins, cut your speed to under 170mph/273
kmh and brake nearly at the same time.  Try to keep your foot on the gas
and slide this turn.  Stay at Third Gear and try to shift back to fourth
gear when it's safe to counter and use up the Phantom's Torque without
drama. This requires that you have a good feel of the steering wheel and
the gearbox if you want to avoid the grass and the barriers on both sides
of the track.  My estimates here are in between 155 mph-165 mph (250 kmh-
267 kmh) with some sliding, though it's hard to say because all I'm asking
for you to do is to counter before you enter the Rainbow Corridor and that
you have a good feel of the wheel and the gearbox.  Try not to drop below
160 mph/257 kmh as you are taking on this turn.  Alternatively, you can
release the pedal and downshift to Second, then back to Third almost
immediately after you start sliding as you pass the final Caution Sign,
although doing this requires that you have a better feel of the wheel and
the gearbox before the Rainbow Tunnel.  You MUST have the car back in
straight running condition in order to maintain your speed and avoid a
possible barrier hit at the right side of the track.

Rainbow Corridor to the Roller Coaster Rides
--------------------------------------------
The easy left can be taken without any loss in speed, and this area is
as close to a straightaway, so you should utilize your airslinging
technique to the fullest just before the Game Center Curve starts.

Game Center Curve
-----------------
This is similar to the final hairpin at Dinosaur Canyon in the original.
It's seemingly sharp and tricky to negoitiate but there seems to be a
pointer that enables you to take on this curve using fourth gear and
without having to sacrifice too much speed.

Chums Gum Car:  Now I'm going to get extremely hard here because this
tactic involves taking this turn at speeds between 165 mph to 170 mph
without any sliding at all.  Brake while the foot is off the gas from the
outside of the track.  Now as the turn begins, finish braking, clip the
apex, and gently turn the wheel to the left.  You will have to do a lot
of rapid-gas tapping in order to avoid kissing the grass and barrier near
the end of the hairpin.  It's kind of hard doing this, so stay on your
toes.  Be careful of the drones who just love to cut the apex with some
sliding because they can drag you to the grass in the middle of the turn
so try to be careful while taking this turn with controlled gas feed.
After the turn ends, you should be accelerating.  If your speed exceeds
170 mph for any reason, then release the gas and when the speed goes
under 165 mph, floor it.  This is really hard to do because it's more of
an advanced tactic from this point on.

Scorpio Car: There are two ways you can take this turn: Reduced Gas Feed
to minimize powersliding, or you can get into a blatant powerslide (and
lose speed but not any lower than 156 mph).  Both requires a good feel
of the gas and wheel at all costs, and you need to be cutting the apex
in order to optimize your performance.  However, the preferred way to
take on this turn is with powersliding (though you'll melt up the tires)
by braking while the gas is being fed up right just a little after you
pass the final hairpin sign (but just before the straight terminates),
turn left and cut the apex, and release the gas as you start sliding.
Timing is critical in order to maintain your speed.  If your speed drops
to 160 mph, then that means that your timing is lousy.  You may have to
feed in some gas (but not all) in order to keep your speed above 165 mph
at all costs.  After finishing the turn, you'll need to counterbank to
avoid spinning-out.  Try to gradually counterbank as the turn progresses.
This is ridiculous but should be the key into counterbanking with less
effort.  Otherwise, sliding from out-and-in with controlled gas feed at
speeds of no more than 165 mph is the safest bet.  You'll have to get
the car straightened up and running smooth by the time you're about to
cross the next lap line.  DON'T FEED IN TOO MUCH GAS IN THIS TURN OR
YOU'LL BE SORRY!!!!

Phantom Full Force: You will be reaching speeds of AT LEAST 200 mph by
the time you reach this lamer.  You should be lined up at the right side
of the track just before the turn starts.  Use the turn signs to your
own advantage.  Line up at the right side of the track.  Begin to slow
down by the time you "hit" the Third Warning Sign.  You should slide
at speeds of in between 160-165 mph (257-265 kmh).  Don't drop below this
speed range either.  Higher speeds are possible, although my experimentation
is rather limited here, and the corner's sharper than the Fossil Tear
Curve at the end of Dinosaur Canyon of the Original.  You may need to do
a quick 4-1-4 to buffer the slide a little bit.  Downshifting is OK as
long as you are not poised to spin out in the middle of the turn.  Take
good advantage of the Potentiometers or try rapid-tapping throughout the
turn.  If you are using the KMH speed measurement, it's important that
YOU DO NOT DROP BELOW 265 KMH to maintain your flare.  By the time your
starting the next lap, you should be in fourth gear, running at speed of
AT LEAST 190 mph (to keep up with the competition), and you should have the
car completely straightened up.  Sloppy timing during the sliding of this
hairpin will result in a HARSH BARRIER CONTACT JUST BEFORE THE NEXT LAP
LINE.  No good.  EXPERTS ONLY: Approach this turn from the outside.  As
you see the final turn sign, brake at a straight line *just right* as you
downshift to second.  Now slide into the inside of the turn and shift
back to third then fourth.  You shouldn't be dropping below 155 mph for
any reason, and make sure that you are counterbanking gradually as this
turn progresses.  Being able to avoid the barrier near the next lap line
requires a good feel of the gas and the wheel.  You need to average around
160 mph on this turn in order to keep up with the competition.  Try not
to get into a choppy slide here as you definitely need to get the car back
straight in a hurry.

In order to rank in the top three, you need to average around 170 mph
at the Red Alien Skeleton Spider, preferrably at 160 mph on the Wrecked
Train, and possibly 165 mph (with sliding with the Scorpio and the Phantom
Full Force cars) at the Game Center.  Your speed should be hitting AT LEAST
190 mph/306 kmh as you are crossing the Next Lap Line.  You will see the
victory lap if you happen to place on the Top Three.  To sit on firs
place, you MUST NOT go any slower than the following, though the course
time is all that matters to me:

- Under 53"00 on the first lap and below 45"00 with the Chums Gum Car
- Under 51"00 on the first lap and below 45"00 with the Scorpio Car
- Under 50"00 on the first lap and below 44"00 with the Phantom Full Force
 Car.

In order to sit in first place, you must not go any slower than the
following figures and you need to be Jeff Gordon to pass this track
taking turns at ludicrous speeds:

- No slower than 3'09"00 with the Chums Gum Car
- No slower than 3'06"00 with the Scorpio Car
- No slower than 3'03"00 with the Phantom Full Force Car

------------------------------------------------------------------------
VIRTUA CITY
Number of Laps for most machines: 2
Entries: 30
Skill Level: Expert
Length: 5.75 Miles
Number of Turns: 30 as I should speak of this update...
Ideal First Lap Time: Under 2'05"00 for the Chums Gum Car, Under 2'03"00
for the Scorpio Car, Under 2'01"00 for the Phantom Car
Ideal Lap Time: Under 1'58"00 for the Chums Gum Car, Under 1'56"00 for
the Scorpio Car, Under 1'55"00 for the Phantom Car
Ideal Course Time: Under 4'03"00 for the Chums Gum Car, Under 4'00"00 for
the Scorpio Car, Under 3'58"00 for the Phantom Car
Type of Start: Standing Start.  See the Basics section or the Downtown
Virtua City Bus Stop for details on how to get a good start.
Mark's Best Lap Time: 1'51"36 with the Phantom Full Force 4MT
Initials on Record: HAN
Mark's Course Time: 3'46"78 with the Phantom Full Force 4MT
Initials on Record: HAN
NIC's Chase Car Time: 3'46"97
NIC's TT Time: 3'44"27 (WOW!)
Location: Dave and Buster's Addison, IL USA
------------------------------------------------------------------------
Index of Major Points in the track

Starting Point:  Downtown Virtua City
Turns 1-3:  Beautiful Skyscrappers
Turns 4 and 5:  Hardy Street
Turns 6 and 7:  Back into the Skyscrappers, Cross Toshihiro's River
Turn 8:  Virtua Recreational Park
Turn 9:  Yu Suzuki Hairpin
Turn 10:  Business District Bend
Turns 11-14:  Research and Development Seaport
Turn 15:  Tunnel Entrance
Turn 16:  Tunnel Dip
Turn 17:  Enter Interstate 90
Turn 18:  Interstate 90 Bend
Turn 19:  Interstate 90 Bank
Turn 20:  Start of Exit Ramp
Turn 21:  360
Turn 22:  Welcome to ComEd of Virtua City
Turns 23-25:  Commonwealth Edison Sharp Divide
Turn 26:  Back to Interstate 90
Turn 27:  Downtown City Limits Line
Turn 28:  Subway Transit Hairpin
Turns 29 and 30:  Return to Downtown Virtua City

------------------------------------------------------------------------
Desired Check Point Times

Checkpoint 1: Under 16"00 (Under 22"00 for the First Lap)
Checkpoint 2: Under 43"00 (Under 49"00 for the First Lap)
Checkpoint 3: Under 1'03"00 (Under 1'09"00 for the First Lap)
Checkpoint 4: Under 1'24"00 (Under 1'30"00 for the First Lap)
Checkpoint 5: Under 1'52"00 (Under 1'58"00 for the First Lap)

The checkpoint times are what you need to do if you want to achieve an
under 3'50"00 course time, which is hard to do.  If you can make it
through the CPs any faster than the aforesaid, then I'm impressed. =)

------------------------------------------------------------------------

Comments
--------
Don't ask me about this course.  This is totally hard.  Set in a proud
and respective place that looks like Chicago in some sorts, Virtua City
is a master's course with lots of turns, blind areas, weird corners, and
a variety of complicated areas to negotiate.  You travel around the
downtown district of the city into the seaport of Virtua City, inside
the tunnel, into the Uptown region of Virtua City, and back downtown.
Don't expect to complete this course your first couple of times, though.
This track tests your ability to be a competent driver rather than on
speed (as with Seaside Street Galaxy in the original and as with Classic
Castle in Scud Race).  It will take all your might and control of the
car in order to finish this track.  There are lots and lots of hard
turns in this track and you may be running out of time in nearly every
section, but later on it's your skill that is consuming all of your
time.  Having played this track lots of times already (It took me four
years to master the original!!!!  I got a 3'24"81 on the Seaside Street
Galaxy Course with the Manual), maybe it's time to put my mouth where
it belongs.

Chums Gum Car: This is the car to use if you want to know how to tame
the track.  I'll try to be as conservative as far as driving through
horrible turns as much as I can.  You may not be able to finish the track
your first couple of times though because there are some corners that
compel you to take them at higher speeds without hitting the barrier or
the grass.  I'll let you know when to slide or not, and when is the best
time to cut your speed.  I will assume that you will be using Automatic
Transmission at this point because the Chums Gum Car tends to be the
least forgiving car to drive when you use Manual Transmission.  This was
meant to be used by the Automatic Transmission Driver who doesn't want
lurid slides but to corner turns without penalty.

Scorpio Car: The next step after graduating from the Chums Gum Car Class
in terms of cornering.  With some speed, you should be able to get some
fast lap times.  However, in this course, the most essential weapon is
lots of caution when sliding because there are some narrow passages and
obscene corners abroad.  I would stick with Manual Transmission because
although you need to put just a tiny bit of effort into learning, you'll
experience quicker acceleration and faster lap times.  So in conclusion,
there will be times when I will base the tactics using Manual Transmission.

Phantom Full Force: The reason why I didn't bother to give out strategies
based upon this car is because the car itself is hard to control.  At
first, I just thought that a car with crisp acceleration and forgiving
cornering was the key to beat this course.  Later on, I found out that
mastering the Phantom Full Force's high-capacity Manual Transmission was
the key to mastering this course.  There's a tiny bit of room for error
so I'll try to be as cautious as I can.  BTW I'd like to tell you that
the strategies based upon this car assumes that you're using Manual
Transmission. :)

Starting from Downtown Virtua City
----------------------------------
You will start this race the same way you started the Fantasy Amusement
Park Race.  To get the best out of this, hold the needle to the yellow
region of the tach.  When the race starts, make sure that the needle goes
to the gray portion of the tach.  When your speed climbs up to 20-30mph,
pedal to the metal to milk out some speed.  Try not to pedal to the metal
instantly because you will experience blatant tirespin if you do so.  Just
gently pedal to the metal for the best results.  In order to prepare for
the first turn, you will have to be at the right if you want to maintain
your respective speed beyond the first lap so use this lap to stay at the
right side of the track to avoid any unnecessary slowing down.

Beautiful Skyscrappers
----------------------
To maintain your speed, make sure that you are at the right side of the
track when the turn begins.  Staying at the inside will result in either
loss of speed, blatant slowdown, or even worse, a spectacular crash.  The
ess part of this curve (just before the Downtown Bent) can be taken at
full speed provided that you are not posed to hit the barriers.

Michael "Rage" Hardy Street
---------------------------
This seems to be the worst part in the track because this turn requires
that you stay at the inside as much as you can while trying to make sure
that you are heading back into the corridor smoothly.  I found this turn
to be hard on Beginners because a single mistake could flash "Accident."
To disdain drama, here are some tactics that you need to know:

Chums Gum Car: Stay at the outside of the turn and work your way to the
inside as the first corridor terminates.  Gently get back to the second
corridor by hugging the inside of the turn, but be careful that you don't
overdo the execution of the turn.  I find this turn to be hard to pass
without error with the Chums Gum Car because this car has a bad habit of
correcting any sliding tendencies in a hurry.  Try to stay centered as
you enter the second corridor by the time you finish straightening up your
car.  My estimated speed would be no more than 175 mph with some sliding
but it's hard to time the slide right because now I'm used to the Phantom
4MT Car. =(  Don't yank the steering wheel too hard as you turn, though.

Scorpio Players: Approach this turn from the left side of the first
corridor.  Keep your foot on the gas as you brake down to 180 mph.  You
should be able to slide.  Try to stay on the inside of the turn for as
much as you can.  Don't overdo the apex-clipping or you may damage the
front bumper (or even worse, a spectacular crash).  By the time you finish
taking on this turn, you should try to get the car back running straight
and smooth and centered through the second corridor.

Phantom Full Force Players: You will be reaching speeds of almost 210 mph
so it's important that you approach this turn at the left side of the</pre><pre id="faqspan-3">
corridor.  Brake at a straight line and make sure that you are taking
this turn at no faster than 185 mph.  Hug the inside as much as you can
but don't overdo it or that overdo may be your last.  Be sure that you
focus on getting the car straightened up by the time you reach the TN
area before the first Time Extension.  A good feel of the gas is a must
in order to sit for a soft transition from the first to the second
corridor.

Back into the Skyscrappers, Cross Nagoshi's River
-------------------------------------------------
Don't let the easy right fool you because that's when it all of a
sudden becomes a sharp left.  The Nagoshi curve is somewhat similar to
the Outerspace Sharp at the Fantasy Amusement Park, but it's a lot
deadlier, and you need to slide as early as you can (a little bit
before the turn begins) in order to avoid any possible barrier or
grass contact.

Chums Gum Car: Here, you'll want to slow down to 155 mph while time
permits before the Nagoshi Curve begins.  Do some apex cutting, but this
turn is rather obscene for my personal reasons.  You should keep your
feet on the gas while braking, and while you are sliding, don't feed
in too much gas, and counterbank as early as you can.  If you time it
right (you should be at the outside when the turn starts), then you
should clip the apex without too much trouble.  Be sure to get the car
centered and away from the extreme sides for optimum performance.

Scorpio Car: Position the car just outside before the Toshihiro Nagoshi
Sharp Curve begins.  Release the gas while almost immediately braking to
under 160 mph.  Now almost immediately feed in some gas to kick in the
slide while banking as hard as you can to initiate the slide.  Don't
overfeed the gas while performing this turn, and make sure that you have
the car straightened up and running parallel as you pass the first time
extension of the track.

Phantom Full Force: There will be a 50/50 chance that you may need to
downshift while you brake to under 170 mph on this turn.  Make sure that
you take this turn from the out and in, and try to hug the apex as much
as you can.  Be sure that you don't overdo it or you may crash HARD.
Have the car straightened up as you cross the first Time Extension.  Try
to slow down ahead of time and start the turn as early as you can (but
not too early) so you don't have to deal with blatant grassmowing or
any barrier intercourse (tm).  Remember, the easier you are on this
turn, the better.

Virtua Recreational Park
------------------------
You can take this turn at full speed.  Try to start the turn from the
outside and move gently into the inside.  Just before the Yu Suzuki
School Curve begins, you should be at the right side of the track for
apex-clipping purposes.

Yu Suzuki Hairpin
-----------------
To increase your chances of passing this turn without any lawn contact,
try to cut the apex while either sliding or giving the car reduced gas
feed for control (depending on wheelbase and downforce).  To avoid any
blatant excuses, here is the lowdown:

Chums Gum: You should be lined up at the outside of the turn when the
turn begins.  Brake to under 165 mph, and no lower than 160 mph while
you are not feeding in any gas.  Clip the apex and keep on turning while
doing some rapid-tapping, making sure to avoid the grass at the left.
If done right, then you shouldn't have to worry about any powersliding,
though the competition is rather fierce in this track.  Try to have a
good feel of the gas while in this turn because knowing how much gas you
can feed before you screw up is essential.

Scorpio: This is much like the Ticket Center Hairpin at the end of the
Fantasy Amusement Park, but it is a lot deadlier, simply because there
are no signs to assist you in slowing down ahead of time.  When the turn
starts, brake while the gas is being fed to the maximum and move to the
outside.  After reaching the apex of the turn, release the gas.  You will
need a good feel of the gas to maintain your speed here and to avoid the
grass at the right.  Slowly counterbank as the turn progresses, and be
sure to watch the amount of gas you're feeding in.  Overdoing the slide
could result in a spin-out, a sign that your timing was SLOPPY.  I would
say that no more than 165 mph and no less than 155 mph would be safe
enough.

Phantom Full Force: Approach this turn from the right side of the track.
Tap the brake and downshift to 2nd Gear at a straight line and start the
turn.  You should slide.  Now shift back to 3rd and finally to 4th gear.
It may be necessary to keep the gearbox to Third until the turn ends for
the interest of avoiding the grass at the right.  If you want to slide
this turn with 4th gear, then you will need to have a good feel of the
gas.  The right amount of gas feed in this turn should keep you inside
of this turn for as much as you want.  Be sure to have the car running
straight and smooth by the time this turn terminates.

Business District Bend
----------------------
This easy right can be taken at full speed but be careful of the dip
because every time your car dips, you tend to lose control if your
car is not on a straight line.  Up until you reach the Research and
Development Port you should be doing a lot of airslinging to catch up
with higher-ranking cars.

Research and Development Seaport
--------------------------------
Yep another sharp right which has the cheating bastard triangle that
enables you to blatantly cut the apex from the outside.  Brake without
any gas pedaling from the outside, and when the turn begins, cut the
apex of the first right.  You may be at the inside of the second right
turn.  If you feel adventurous, then you can treat the first two sharp
rights as one hairpin turn but I wouldn't do so because the next sharp
left holds an opportunity to cheat on the track.  Now this strategy
will apply to all cars and all skill levels: Stay at the outside of
the track for as much as you can, and just a little before the turn
starts (you should get some cue from the turn signs), release the gas
and almost immediately brake to under 140 mph.  Now cut the apex and
don't feed in too much gas.  Don't ever do any full throttle cornering
here as you may be hitting the barriers.  Try to stay centered in this
turn for as much as you can so you can prepare to take on the cheating
bastard sharp left which follows after the R&D Sharp Right.  Be sure to
downshift to 3rd as you are braking if you are using MT.

Phantom MTers Only: From the Third Right Sign, you'll want to release
the gas, cut your speed to Second Gear, and as soon as you start the
turn, immediately shift back to Third, and then turn.  Try not to slide
because this is an obscene corner.  You'll need to continually punch
into Second and Third in-and-out, and have a good feel of the gas to
maintain your speed (but don't go too fast here).

This reminds me of the Twin Ess Curves from Super GT/Scud Race.  With
the exception of possible controlled sliding at speeds up to 145 mph
(234 kmh), the corner's rather obscene, and you need to be careful if
you're planning to go into a slide.

The Virtua Warehouse
--------------------
You should be centered by the time this left starts.  Start the turn
as early as you can.  You may end up sliding, but that shouldn't stop
you from picking up some much needed positions from this point on.
This tactic applies to all cars.  Just watch out for how much gas you
are feeding in because feeding in too much gas will cause you to hit
the barrier at the right.  Cut the apex too blatantly and you'll end
up hitting the barrier at the left.  Get the car straight and smooth
just before this turn ends.  You should still be at 3rd gear, though.

Phantom MTers Only: Start the turn as early as you can (but too early
will result only in a harsh hit that will cut your speed terribly) by
punching into second and braking a bit.  If you are sliding, try to
tap the pedal while countersteering.  Be sure that you cut the apex
of the final stretch of the turn by using the "High-Low-High" drifting
technique.  You should have the car straightened up, back to fourth
gear, and running at least 160 mph at the Second Time Extension.

I find it more economical to upshift to Fourth Gear the earlier the
better.  Do it ONLY if you think you can get out of the Warehouse
without any harsh wall contact, and if you can get the car straightened
up by the time you enter the Tunnel.

Tunnel Entrance
---------------
Right after the Cheating Bastard Left and right as you pass the Second
Time Extension, you should be taking these two curves without losing
speed.  Be sure that you are not accelerating at full strength until
after the cheating bastard turn.

Tunnel Dip
----------
Despite the dip right after the time extension, this turn can be taken
at full speed.  Be careful if you happen to powerslide from the result
of the dip, though.  You should have the car straightened up by the time
Jacky Bryant's Tunnel Exit is about to start.

Enter Interstate 90
-------------------
Now we have an easy left suddenly becoming a hard left.  Try to stay
centered for as much as you can.  This one is a lot tricky than the
Spaceport Curve at Seaside Street Galaxy in the original.

Vestiroth:  Taking the Spaceport Curve, right after I pass the Second
Turn Left sign, I would just cut my speed to 178 mph, remove my foot
from the gas, and refrain from accelerating until after I get the car
completely straightened and forseeing that I didn't touch the grass at
all.  This one is a lot trickier to do because while the original allowed
powerslides without loss of speed, this one virtually doesn't making
gameplay much more fierce in turns like these.

Enough rambling about the general, let's just get onto the tactics.

Chums Gum Car: It's really hard to come to a powerslide here since the
downforce is pretty stiff and the wheelbase is pretty small, both are
grounds for reduced chances of powersliding.  There is a way to REALLY
pick up the pace here.  Stay at the left side of the track (I'm assuming
that you are using the Manual Transmission).  Now as you approach the
final warning sign (located at the top of the tunnel), do a quick 4-1-4
and start sliding.  You may need to do another quick 4-1-4 to buffer the
slide a bit so you can reduce chances of hitting the wall at the right.
Be sure that you get the car straight and smooth before you enter I-90
at all costs.  This is one of the reasons why I suggest that you master
other cars.

Scorpio Car: In between the second and third left signs on top of the
tunnel, you'll want to keep your foot on the gas because you need to
slide this lamer at full speed.  I would try to stay in the middle as
I prepare to brake to under 170 (I slided the second half at 167 mph)
mph while the foot is on the gas, begin my blatant sliding (it may be
necessary to slide just a little more blatantly than with the Phantom
Full Force Car), and if done right, I should have the car back to
parrallel position.  This is kind of hard to do because the track is
kind of narrow to my tastes, and timing is rather crappy because the
easy left before the hard left really hurts your concentration.

Phantom Full Force Car:  Believe it or not, THIS TURN CAN BE SLIDDEN
WITHOUT PENALTY!!!!!  It may look pretty bad (because there are barriers
on both sides of the track) but there is a way to corner this turn
without the penalty.  Stay at the right side of the track *just right*
and the best time to downshift to Second Gear is when you are "touching"
the final Left Turn Sign at the top of the tunnel.  When you get the
Phantom to slide this turn, upshift to 3rd.  When you can finish the
turn without any further problems, upshift back to 4th.  The ideal
speed would be 175 mph, which is my estimate.  Be sure that you have
the car running straight and smooth by the time the tunnel terminates.
It's hard to slide without drama because the track's pretty narrow.
I highly recommend that you do the downshifting in between the second-
to-last and the last caution sign (There are Four) by punching into
second, and if you can make it, keep flooring it and upshift to Fourth.
Even if you can't do instant 4-2-4 as you pass the final caution sign
and have the car nice and parrallel as the tunnel terminates, sliding
from the Second Caution Sign and doing 4-2-3, then 4 if you can pass
this turn without error would be a safe bet (updates are probable here,
so stay tuned).

Interstate 90 Bend
------------------
This turn can be taken at full speed.  It's important that you try to
stay as low as you can to keep up with the competition.  Staying high
in this turn will only result in a slight loss of time.  You can line
up your car in between the line and the grass, but it's rather hard to
do since you're here to see how much of a competent driver you are.

Interstate 90 Bank
------------------
The key here is to take this turn from the left, move to the right, and
get the car back into gear without excessive loss of speed.  Sliding is
a must if you are bargaining to keep up with the competition.

Chums Gum Car: The key to taking this turn is to utilize the Out-and-In
Style without tremendous slowing down.  Approach this turn at the left
side of the track.  Tap the brake just a little bit so that you can take
this turn at 190 mph.  You should be cutting from the outside to maintain
your speed.  Although this turn totally looks a lot worse than the Astro
Waterfall Hairpin at the end of Astro Waterfall Speedway, this lamer can
be taken at 190 mph, touching-the-brake, apex-clipping style.  It's up to
you to make apex-cutting a miracle here.

Scorpio Players: You may be in deep trouble because the key in this turn
is to take this turn no slower than 188 mph and without any heavy sliding.
Approach this turn from the outside and move into the inside by tapping
the brake lightly and by cutting the apex.  You may wish to minimize the
sliding by taking advantage of the potentiometers of the gas pedal, though
it's more dangerous to do so.  Out-and-In, tapping the brakes lightly,
sliding just right style is the best method of taking this turn.

Phantom Players: Approach the turn at the left side of the track.  Brake
lightly at a straight line and start the apex-cutting style almost
immediately after the light brake-tapping.  The key in this turn is to
slide apex-cutting style without dropping below 193 mph.  Have the car
straightened up before the Third Time Extension.

Experts Only: At the start of the turn, do a quick 4-1-4.  Now be sure
that the gearbox is back to Fourth Gear, and slide at the low bank of
the turn.  Make sure that the gearbox is staying at 4 during the slide,
or you'll be sorry!  You shouldn't be dropping below 195 mph if you do
this with good timing but you should hit 200 mph at the Third Time
Extension.

Virtua Highway Undercross
-------------------------
By the time you finish the Sarah Bryant Curve, you should be at the
right side of the track.  You should try to cut this gentle left and
remain at the left side of the track when you're finished with this
turn.  Use this tactic to prepare yourself for the 360-Degree Right
which is the worst part in the track next to the Janet Marshall Hairpin.

The Dreaded Three Hundred Sixty Degree Right Turn!
--------------------------------------------------
A 360-Degree right provides enough punch to make your life miserable.
Sadly, there are cars who will be overtaking you as you are taking on
this turn.  In order to make sure that you are keeping up with the
competition, I have added some measures to these turns using Skill
Levels Beginner and Advanced instead of Chums Gum, Scorpio, or Phantom
Full Force as far as cornering in this lamer is concerned:

Chums Gum Players: Start from the left side of the turn and brake to 135
mph as you begin taking on this turn.  Make sure that you release the gas
pedal before you brake, and gently turn the steering wheel.  Don't feed in
too much gas or you may get into a blatant powerslide.  If you get into a
powerslide, then try to recover as powersliding cuts down your speed and
overheats your engine.  You need to make sure that you are not going full
speed ahead and turn right too hard or you may be hitting the wall at the
start of the turn.  Turning gently at no more than 135 mph (without any
overfeed of the gas) is recommended.

Scorpio Players: Approach this turn at the left side of the track.  Be
sure that you start this turn just before the turn starts (use the caution
signs to your own advantage).  Brake to under 150 mph as you downshift to
Third Gear (it may be necessary to release the gas pedal and jam on the
gas almost immediately while braking).  Now you should be sliding.  Being
able to avoid the barriers require a good feel of the gas and pedal.  By
the time this painful turn terminates, have the car straightened up and
upshift back to fourth upon the end of the slide.  You need to be going
no faster than 145 mph overall in order to stay centered throughout the
turn.

Phantom Players: The key to take this turn is to stay in the center for
as much as you can with a good feel of the gas pedal and steering wheel.
You also need to be sliding just right throughout the turn.  Approach the
turn from the left side of the track.  Brake to under 155 mph while punching
into First, then Second at a straight line.  Slide this turn and shift up to
Third.  Now you should be sliding.  Take advantage of the Gas Potentiometers
or try to do a lot of rapid-tapping in order to stay centered throughout
this turn.  You should have the car straightened up and have the gearbox
back to fourth gear as this turn terminates.  Gotta make sure that the
slide's not too heavy or you may make the car a lot harder to control.
Try not to take this turn too hot or you'll lose too much control.

As you take on this crap turn, try to upshift back to Fourth Gear while
controlling the slide.  Therefore by the time you get the car nice and
straight (and by the time you're entering ComEd of Virtua City), your
speed will rise up like crazy.

Welcome to Commonwealth Edison of Virtua City
---------------------------------------------
This bend can be taken at full speed, but don't let this easy left and
the next straight fool you because there's two sharp turns that you need
to choose and they come up in an instant.  If you want to pass some much
needed cars, then listen VERY CAREFULLY in the next paragraph!!!!!

Commonwealth Edison Divide
--------------------------
Stay at the left side of the track after the left gentle bend after the
360.  The drones usually take the sharp right after the power generator
which means that you can take the right before the Power Generator to
take up some positions.  Now in order to gain some much-needed positions,
here's the lowdown by car:

Chums Gum: Approach this turn from the left side of the track.  Try to
turn at the first sharp right that you see.  Brake at a straight line and
take on this turn apex-clipping style.  You may end up powersliding so
make sure that you immediately straighten up the car.  You need to be
sliding the first sharp right at no more than 155 mph in order to avoid
any contact with the grass at the left side of the right side of the
Power Generator.  A good feel of the gas and pedal is required here.
Don't cut the apex too blatantly or you'll touch the grass at the right.

Scorpio Players: Approach the first sharp right at the left side of the
track and take this turn apex-clipping style.  It may be necessary to
release the gas pedal, hold the brake, and almost immediately feed in
some gas (to initiate the slide) and make sure that you are cutting this
turn just right so that you don't touch the grass at either side of the
track.  The reasonable speed here is 155 mph but you may need to go slower
than the aforesaid in order to allow some room for error.  Have the car
straightened up before the Fourth Time Extension.

Phantom Full Force Players: Approach this turn from the left side of the
track.  The key to take this turn without penalty is to cut the apex from
the out and in using the first sharp right.  Brake to under 155 mph as
you downshift to Second Gear.  Start doing the apex-cutting slide as soon
as you can cut the apex without touching the grass at the right.  Be sure
that you upshift to Third as you are sliding, and that you are controlling
the gas feed.  At the fourth Time Extension, make sure that the car's nice
and straight and that you are at Fourth Gear.

Experts Only: Stay on the left side of the track as the ComEd Divide
starts.  Just before you hit the final Turn Sign, 4-1-4 at a straight
line while braking a bit to reduce chances of lawn intercourse (tm).
Start sliding if you can avoid touching the grass at the right.  You
will need to do a quick 4-1-4 during the slide to buffer the slide a
bit.  By the time you exit the ComEd Virtua City Facility, you need to
have the car straightened up and you need to be hitting 175 mph (282 kmh)
just before you enter back inside Interstate 90 (I meant the Fourth Time
Extension).  If you took the First Sharp Turn inside ComEd correctly,
then you should be able to make it without hitting the grass or
spinning-out.  You need to have a good feel of the wheel and the gas in
order to reduce the chances of losing control if you want to stay
competitive at all costs.

Back inside Interstate 90
-------------------------
Hopefully you've taken the Cheating Bastard Sharp Right just before the
fourth Time Extension.  If not, then you may be losing a lot of speed
and control from Virtua City Limited much to the fact that they are
indeed a series of sharp turns.  Here you want to stay at the inside
of the track for as much as you can.  The key to taking this turn is
to stay low without any unnecessary slowdown as you should be able to
pass this curve without any loss in speed.  Be sure to have a good feel
of the steering wheel as you undertake this turn, though.  If you are
in the Phantom Car, it's important to take on this turn apex-clipping
style!

Downtown Virtua City Limits Line
--------------------------------
As with the Grand Entrance inside Interstate 90 nearing the end of the
tunnel, this is an easy left turning into a hard left.  The best time
to cut your speed and to control the gas feed is when you see the cars
sliding the turn during your first lap around.  You need a good feel of
the wheel and the gas if you want to make through the second part of the
turn without any possible contact with the grass.  Use the first lap to
get a clue when to slow down (because the drones will be sliding and you
should be staying low as much as you can) and try to memorize this
location when you are on your second lap.  Now in order to be more specific,
here's a lowdown depending on your personal skill level (remember it's
easier to maintain your speed if you high-in, low-out right here):

Chums Gum Car: Stay on the right side of the track as you encounter the
first part of the left turn.  You should be able to see 2 or three left
turns available for you to start slowing down and cornering.  Hopefully,
you should have some room for some skidding because the sides aren't
laden with barriers, but you have to watch out for the grass at the left
and right side of the screen because any failed cornerings are ground for
rapid (but gradual) loss of speed as well as any overheating of engine,
axle damage, and tire burn.  At the first lap, your cue to slow down is
when you see your drones slide.  Take advantage of the gas potentiometers
to slow down.  Of course, you can brake just a little after you see your
drones slide in for added control.  You may not be able to retain your
position as you take on these turns because usually the drones will take
on the turn from the inside and slide to the outside of this lamer.  On
the second part, control the feed of the gas and forget full throttle
until you're able to pass this turn without drama.

Scorpio Players:  Now I'm going to get REAL hard here.  As with the Chums
Gum Car, stay at the right side of the track (going left and then doing
the turn will only result in you being thrown to the grass by the time
the turn terminates).  In between the Second and Third left turn signs
(use the drones as your cue, and memorize this on your second lap), release
the gas pedal and almost immediately brake, and almost feed in some gas to
initiate the slide.  The ideal speed here is no faster than 170 mph with
some sliding.  You need a good feel of the gas in order to avoid the grass
at the right.  If done correctly, then you won't be touching the grass at
the right.  Although this isn't as rewarding as with the Phantom Tactic,
it's a steady way to take this lamer without dropping below 160 mph.  Try
to slow down just right so that you are not outside for all of the turn.

Phantom Players: The key here is to slide without any braking and without
any blatant slowdown.  Stay outside of this turn.  Use the drones as your
cue to start the sliding.  At about the second caution sign, try to shift
down to Second and when you are at a position that you can't touch the
grass at the right, upshift to third and back to fourth gradually.  A good
feel of the gas is a must if you have to avoid the grass at the right.
Good timing will ensure that you are maintaining speeds of up to 165 mph
throughout this turn with some sliding.  Be sure that you have the car
nice and straight by the time you face the Janet Hairpin.

Experts Only!: Stay on the left side of the track and at the Third Caution
Sign (make sure that you are not really close to the left), downshift to
Second, and if you can pass this turn without touching the grass at the
right, punch back to fourth.  Try not to drop below 165 mph, though.  It's
a hard turn to master since this turn is pretty blind.  If you can't do
this, then following the previous paragraph is the safe bet.

Subway Transit Hairpin
----------------------
Entering a Downtown District of the City doesn't mean that you're going
to receive a good and warm welcome by just showing up.  This hairpin MUST
NOT BE TAKEN TURN HARD RIGHT, FULL SPEED AHEAD STYLE as this turn ISN'T
banked, and it's pretty sharp.  This turn reminds me of the Pirate Ship
Hairpin at the end of Seaside Street Galaxy of the original game, but the
turn is a lot more harsh, as it's actually a mirror of the first Hairpin
of the Twin Ess Curves in Super GT/Scud Race.

Pay attention as I will tell you "How to NOT take this hairpin turn hard
right, full speed ahead style":

Chums Gum Car: Stay at the left side of the track before the tunnel and
the dip.  As the tunnel terminates (and as soon as the turn starts), get
the foot off the gas, brake, and feed in some gas to kick in the slide.
You won't be able to slide too soon because you are NOT going to turn the
wheel too hard.  A reasonable speed for this lamer is under 135 mph.
You'll be able to slide during the second part of the hairpin, so it is
in the utmost importance that you counterbank and have a good feel of the
gas at all costs.

Scorpio Car: Get ready because this is one bad-assed, reckless driving,
eye-popping move that I'm going to give out.  Position yourself at the
left side of the track so you can prepare yourself to slow down as the
tunnel terminates.  As the tunnel terminates, release the gas and almost
immediately brake hard.  Now as you brake hard, feed in some gas to kick
in the slide, and as the turn begins, start sliding.  A good feel of the
gas is required in order to avoid any barrier contact (and a possible
spin-out), and you will have to counterbank as the hairpin terminates but
I found it hard to counterbank because I'm compelling you to slide too
blatantly.  Under 140 mph would be the safe speed, but don't go under
135 mph to maintain your flare.

Phantom Full Force Car: Approach the Subway Hairpin at the left side of
the track (Oh yes, I'm getting repetitive here, ain't I?).  Now in order
to take on this turn apex-clipping style, you'll need to slow down to
speeds slower than 145 mph.  Try to start slowing down just before you
touch the end of the Shadow.  Release the gas, brake, downshift to First,
and when you begin taking the turn, upshift to Third right away.  Sloppy
timing will cause your car to go outside of the turn, which isn't good.
You may need to do a quick 1-4 to buffer the slide.  You need to have the
car straightened up by the time the hairpin terminates.  I find that
upshifting back to Fourth just before the Hairpin Terminates allow you to
build up speed like a bunny.  You need a good feel of the gas and the pedal
to ace this turn without drama.  Straighten up the car too late and you'll
find yourself wandering outside the next-to-last easy right, which isn't
that great.  Keep your speed under 145 mph (234 kmh) and above 135 mph
(218 kmh) at all times.  Unlike the first Daytona which required you to
release the gas pedal for trouble-free countering, Daytona 2 requires you
to feel the gas all the way to get in your way.  This is hard to do, so
master this with the other cars first.

Entering Downtown Virtua City
-----------------------------
Stay low for as much as you can during these two turns.  Right after the
Janet Hairpin, there shouldn't be any further problems undertaking the
turns here in Virtua City.  As you cross the Final Lap Start Line, make
sure that you are in the right side of the track so that you can enter
the first curve without any blatant speed loss and repeat this section
once more.  If you are in your final lap, oh well.

Note: If you are using the Phantom Car, once you feel that you are able
to exit the turn without much drama (or upon exit of the bad turn), shift
back to Fourth.  Try to lock the wheels using 4-1-4 if you think that you
are going to touch the grass or concrete at the outside of the track.

Your first lap time must be under the following:

- Under 2'05"00 for the Chums Gum Car
- Under 2'03"00 for the Scorpio Car
- Under 2'01"00 for the Phantom Car

Your second lap time must be under the following:

- Under 1'58"00 for the Chums Gum Car
- Under 1'56"00 for the Scorpio Car
- Under 1'55"00 for the Phantom Car

Since overall course time matters to me more than anything else IMHO,
your overall course time MUST BE UNDER THE FOLLOWING TO SIT IN FIRST
PLACE AT THE END OF THIS RACE:

- Under 4'03"00 for the Chums Gum Car
- Under 4'00"00 for the Scorpio Car
- Under 3'58"00 for the Phantom Car

I think that any completion times below 3'57"00 would be great.  There
was one time when I accidentially crashed through the Toshihiro during
the first lap with the use of the Phantom MT Car and I still kept my
cool and got first place with a best lap time of 1'53"78.  Don't think
that this crash may be your last as there is still some room for
redemption (unless you are a scrub).

Finishing in first place in this track means that you have finally
learned how to corner without any blatant slowing down in Daytona USA
2.  Finishing in first place in all tracks means that you've tamed
yet another Sega Racing Game and if it is just your first Sega Racing
Game you've tamed, then pat yourself in the back for a job well done.

========================================================================
THE MIRRORED TRACKS

If you feel that you've mastered Daytona USA 2 already but if you need
some more tracks to play, then insert your tokens, and then HOLD THE
START BUTTON while selecting the track of your choice to play the
Mirrored Track.  In the Mirrored Tracks, lefts become rights, and rights
become lefts.  They are strictly diagnostic tracks as these tracks
compel you to fix your weaknesses here so be prepared to persevere in
these tracks.

Basically, what this trick does is turn the lefts into rights, and the
rights into lefts.  I found the Mirrored Tracks a lot harder than the
normal counterparts so I highly recommend that you refrain from playing
these tracks until you've become good enough with the normal tracks.

========================================================================
THE DO'S AND DONT'S

I just don't like it when people have the outdated versions of my FAQs.
In order to put an end to all of this, from now on (as of today and lasting
forever), this file can ONLY BE stocked on the following websites:

* 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
* Game Shark Code Creators Club, http://www.cmgsccc.com
* Darren Everden's lair: http://www.everden.com

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.

Segaweb and Seganet does a good job explaining a lot of Sega-related
stuff such as the Dreamcast, and all the games coming out for the
most promising Sega Video Game System of all time.

DONT'S: Never, ever, ever place this file directly onto your Internet
Account as I'm now getting sick and tired of people trying to store the
outdated version of my files.

DO'S: You are permitted to create a link to any of these websites.
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.  The only permissible
link that you can use to link to this file is as outlined as in the
following:

* http://www.verasnaship.net/text/arcade.html (The Arcade Stable)

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.  For details
about linking rules, visit http://www.templetons.com/brad/linkright.html
which is Brad Templeton's Linking Rights Essay.

========================================================================
HOW TO SUGGEST ANY FIXES, BUGS, OR ANY OTHER TRALALA

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 in the Newsflash section
of this document.

========================================================================

ACKNOWLEDGEMENTS

*  Toshihiro Nagoshi for finally unleashing this high-octane sequel to
  the highest-grossing Deluxe Arcade Hit of all time.

*  NASCAR and Daytona Speedway for permitting Toshihiro Nagoshi to
  create this game pursuant to a license.

*  Aladdin's Castle at Aurora for being the first arcade to have this
  game in stock.

*  Imagine Games Network for accepting Sega Sages and GameFAQs.com as
  IGN Affiliates.

*  All of Sega for creating realistic Arcade Racing Games ever since
  Virtua Racing.

*  Virtua Racing for being the first realistic driving game in the
  market.

*  Yu Suzuki for being a part of Sega's AM2.

*  Curt Mac ([email protected]) for the typo bust regarding about the
  Easy Level Car and the easter egg in the Advanced Track.

*  Darren Everden [email protected] for some cool advanced strategies
  in the Astro Waterfall Speedway Course, confirming the Mirror Mode
  trick, and for the additional two viewpoints.  Visit Darren Everden
  at http://www.everden.com.

*  Dale Nelson for information regarding about the Endurance Dip Switch
  Option

*  Teemu Nuutinen (tsn) for asking me a question regarding about the
  "reluctant" cars.

*  Travis Walentin for the additional views that I can choose from.

*  Zhishang for the additional Bonus Viewpoint

*  Cho Jee Ken (NIC), VCP, and STP for the Music Easter Egg and for
  setting eye-catching times that will compel me to improve every
  time I play the game.

*  Kao Megura for being the most prolific FAQ Author.

*  GameFAQs for being the largest stable of original work

*  Teoh Zhi Xiang for encouraging me to open up a Daytona USA Website
  and to point out the locations and initials for my records.

Note: Please check out http://www.verasnaship.net/autoracing/ and tell
me what you think of it.

** END OF DOCUMENT **

Unpublished Work (c) 1999 Mark Kim.  All Rights Reserved
Daytona USA (c) International Speedway Corporation--licensed to Sega
for Amusement usage.