Sega Rally Championship 2 FAQ version 2.3b
==========================================
Written and maintained by Darren Everden <[email protected]>
Date: 24th June 1999
The latest version of this FAQ may be found on my web page at
http://www.everden.com

0.0 Contents
============
0.1  What's New
1.0  What is Sega Rally Championship 2
    1.1  What is this FAQ
    1.2  How can I help?
    1.3  Cabinet Overview
    1.4  Buttons & Functions
    1.5  Long Time & Special Mode
    1.6  mph or kph?
    1.7  Current Requests
    1.8  Answers to Previous Requests
    1.9  Copyright
2.0  The Cars
    2.1  Peugeot 306 Maxi
    2.2  Toyota Corolla WRC
    2.3  Ford Escort WRC
    2.4  Mitsubishi Lancer Evolution V
    2.5  Subaru Impreza WRC '97
    2.6  Lancia Stratos HF
    2.7  Lancia Delta HF Integrale
    2.8  Toyota Celica GT-Four (ST205)
3.0  The Tracks
    3.1  Desert
    3.2  Mountain
    3.3  Snowy
    3.4  Riviera
    3.5  Score Attack Oval
4.0  The Races
    4.1  Championship
    4.2  Practice
5.0  Drive Through
    5.1  Starting Method
    5.2  General Tips
    5.3  Using the Stratos
    5.4  Using the Impreza
    5.5  Using the Celica
    5.6  Using the 306
6.0  Easter Eggs
    6.1  Hidden Cars
    6.2  Hidden Tracks
    6.3  Time Difference Mode
    6.4  No Handicap In Linked Game
    6.5  Drive Reverse, Look Forward
    6.6  No Music
    6.7  Name Change and Name Change Extra
    6.8  Concentrate!
7.0  Fastest Times
    7.1  Championship Total Times
8.0  Technical Specs
    8.1  Model 3 Board
    8.2  Cabinets
9.0  Credits

0.1  What's New
===============
24/06/99 (v2.3b)
Correction to Section 2.2 regarding 4 wheel drive
Updated Section 5.6 with new email and web address
Added Section 6.8 Concentrate! easter egg
Updated Section 7.1 Fastest Times
Updated Section 9.0 with new email address

06/02/99 (v2.3a)
Updated Section 2.0 Added car info to list front, rear or four
wheel drive
Updated Section 5.6 Amended target times and speeds

30/01/99 (v2.3)
Updated Section 1.8 Answers to previous requests
Updated Section 3.1 Desert
Updated Section 3.3 All references to Alpine have now changed to
Snowy
Updated Section 3.4 Riviera
Added Section 4.3 Link Mode
Updated Section 5.1 Starting Method
Updated Section 5.6 Using the 306
Updated Section 6.3 Time Difference Mode
Updated Section 7.1 Fastest Times

14/12/98 (v2.2)
Updated Section 5.4 Using the Impreza
Updated Section 5.5 Using the Celica
Updated Section 5.6 Using the 306
Updated Fastest Times

17/9/98 (v2.1)
Updated new email and web address for this FAQ

19/08/98 (v2.0)
With a fair amount of changes, a bit of restructuring and the addition
of several drive throughs for different cars I decided to promote the
FAQ to version 2 status.
Reorganised Section 1.0
Added Section 1.5 Special & Long Mode
Added Section 1.6 mph or kph?
New question added to section 1.6
Correction to Section 1.7 re. difficulty levels
Reorganised Section 5.0
Added Section 5.4 Using the Impreza
Added Section 5.5 Using the Celica
Added Section 5.6 Using the 306
Added Section 6.6 No Music
Added Section 6.7 Name Change & Name Change Extra
Updated Fastest Times

15/07/98 (v1.1)
Updated Section 1.0 with new info on handbrake
Updated Section 1.0 with Long Time mode and Special Mode details
Added new Section 1.31 - Answers to previous requests
Corrections to all items in Section 6.0 - Easter Eggs
Added Section 6.5 - Drive Reverse, Look Forward
Updated Fastest Times
Updated Section 9.0 - Credits

08/07/98 (v1.0)
Added What's New section
Added Current Requests section
Updated Fastest Times section

01/07/98 (v0.5)
FAQ created

1.0  What is Sega Rally Championship 2
======================================
Sega Rally Championship 2 (SRC2) is the long awaited follow up to the hugely
successful Sega Rally Championship (SRC). Developed once again by AM Annex, the
sequel runs on Sega's Model 3 (Step 2) arcade board (an upgraded version the
standard Model 3 design).

During the lifespan of Model 3 (which begun with Virtua Fighter 3) there have
been two racing games (Scud Race\Super GT, LeMans 24hr) both of which have
failed to capture the imagination of arcade devotees like the original Daytona
USA and SRC. However, the stunning visuals and (almost) realistic physics that
set SRC apart from the crowd have been faithfully retained and expanded upon in
SRC2.

1.1  What is this FAQ
---------------------
Having noticed that no one to date had put together a FAQ for SRC2, I decided
to do the decent thing and compile one of my own. This is my first FAQ, so it
might seem a bit rough round the edges for a while until I sort out the right
order and content.

The info on the original Stratos drive through was gleaned from the Forum
section on the official SRC2 website (http://www.segarally.com). Keiji from
Japan (aka Marrow) is the supreme driver of SRC2, and posted some tips to the
forum section. However, although this section disappeared for some time, it
has now reappeared and is an excellent source of info.

However, Europe fights back! Excellent drivers Anecdote from the Netherlands
and Terry Reed from the UK have all contributed with their own drive
throughs.

Without these tips, I was struggling to complete the game, but once I'd read
them I was posting high scores time after time!!!

1.2  How can I help?
--------------------
The drive through section details the best way to guide a Stratos through each
circuit. As each car handles differently these tactics will not be applicable
to all vehicles. If you have any drive through tips for other cars, please email
the details to me for inclusion. I would like to have a set of drive through
tactics for each car.

I'm also looking for any other hidden features not yet revealed (if any),
general tips and fastest times. However, please note, I'm not going to run a
high score service, I will include best times only as a means for others to
benchmark their performance.

A Japanese top drivers table is translated into English by Marrow on his web
site (http://members.xoom.com/Marrow/src2/eng/ranking.html), and the
original Japanese driver table can be found on High-Tech Entertainment
Arthurs site (http://www.marubaku.com/h-e_arthur/ral2ta.html).

Anecdote runs a Rest of the World table from his site
(http://www.geocities.com/TimesSquare/Chasm/1632/src2.htm)

Please post your times to the relevant sites!

1.3  Cabinet Overview
---------------------
Coming in two different cabinets, both versions share analogue accelerator\brake
(although the brake pedal is of the short travel variety that has become common
of late), analogue force-feedback steering wheel, four position non-sequential
gear-stick, handbrake (operated with a microswitch - only switches on\off -
therefore does not matter how far you pull it up), and view button (toggles
between in car and chase cam views).

The deluxe cabinet also offers a large 50 inch projection screen, hydraulic
cockpit (offering forward and back motion), and a beefier sound system.

The standard cabinet has a smaller 29 inch screen and comes as a twin-cabinet.

Both versions offer linked play with up to four other units (four deluxe cabs
or two standard twin cabs).

1.4  Buttons & Functions
------------------------
Each cabinet has a Start button, and the Standard Twin Cab also has a Credit
button.

Start play by inserting a credit, pressing the Credit button to transfer the
credit to your side (if you are playing on the twin cab), followed by the start
button to skip the 'Waiting for opponent' countdown (if on a linked machine).

The game type selection screen is first displayed, followed by the car
selection screen, then the name entry screen. On each screen, input is
controlled by turning the steering wheel left or right to highlight the
required choice. Input is achieved by pressing the accelerator pedal down to
select the highlighted option.

You can display the high score table by pressing the View Change button while
a replay is being shown on the rolling demo.

During the end credits, the high score table can be obtained by pressing the
Start button.

1.5  Long Time & Special Mode
-----------------------------
A 'Long Time' game mode may be set by the arcade operator for special events
and races. Within this mode is also a 'Special' mode that adds laps onto the
standard amount. For example, when playing a Championship game in special mode,
you have to complete three or four laps instead of the standard one per stage.
In special mode on the Practice game you have to complete ten laps(!) instead
of the normal five on the Riviera stage.

Apparently, you can't possibly do any better than 11th on the first stage, 6th
on the second stage, etc. because in Special mode, after you pass a certain
number of cars, there wouldn't be any more cars to pass. For instance, after
reaching 11th on the first stage shortly after the first lap, you will spend
the rest of the race either all by yourself or lapping the cars that you had
just passed. I guess this sort of makes sense, because otherwise you'd reach
first place after only the first stage and spend the rest of the game twiddling
your thumbs while holding the lead.

Long and Special modes are accessible via the games setup menu, along with an
option to switch on or off the www.segarally.com URL during the attract demo
sequences. (Thanks to Michael Chow <[email protected]> for this information).

1.6  mph or kph?
----------------
Depending upon which country you live in your arcade operator will have set
the speed display to either kilometres per hour or miles per hour. To convert
between units apply the conversion rates below;
1 kph = 0.6214 mph
1 mph = 1.6094 kph

1.7  Current Requests
---------------------
I've added this section to raise specific questions that people have asked
for inclusion in the FAQ. If you know any answers (or have additional
comments to make), please email me.

1. Michael Chow <[email protected]> has asked how you get the rear-view
  mirror to appear all the time instead of just when your opponent is
  behind you?

1.8  Answers to Previous Requests
---------------------------------
Q. The high scores table is reset after a certain amount of time. I've
  been told this is either due to the machine taking 1,000 credits or
  is linked to the 4 week 100 credit time lapse that unlocks the hidden
  features. Can anyone confirm which one is correct?

A. Keiji <[email protected]> says the only way to reset fastest times
  in SRC2 back to the factory default is for the arcade operator to
  select the 'Reset Hi Scores' option on the Test menu

Q. Can the arcade operator change the difficulty level, and if so does this
  only effect the times allowed between checkpoints, or does it make the
  cars faster, easier to control etc.?

A. Michael Chow <[email protected]> has answered, saying that SRC2 can be
  set by the arcade operator to a setting from 'Very Easy' to :Very Hard'.
  This alters the amount of time given on the countdown timer at the start
  of the game. Very Easy=More Time, Very Hard=Less Time.

Q. Terry Reed <[email protected]> has asked if machines from Europe,
  the USA and Japan run at the same speed (ie. is the fastest time in
  Japan achievable in the UK)?

A. Peter Stromberg ([email protected]) answers: I'd say definitely YES. My own
  best time using the 306 is now 4:00,38 and that was a far from perfect
  race. A better driver could do 3:58 times on that machine, for sure. A
  friend of mine has done 3:59,64 twice on the same set of chairs, and he
  made mistakes then as well. 3:59,64 places him 5th and me on 13th on the
  Japanese top 50 list, which I think pretty much answers the question


1.9  Copyright
--------------
This FAQ may be used for personal and commercial use as long as the contents
are unmodified and credit is given. The FAQ may be redistributed in its
entirety in electronic or printed format but no profit must be made from this
distribution.

DISCLAIMER: THIS FAQ WAS CREATED BY DARREN EVERDEN TO COMPLY WITH
INTERNATIONAL COPYRIGHT LAW. SHOULD YOU FIND ANY COPYRIGHTED WORK IN THIS FAQ,
EMAIL ME AT [email protected] TO HAVE THE MATERIAL REMOVED.

Sega Rally Championship, Sega Rally Championship 2, Virtua Fighter 3, Daytona
USA, Scud Race, Super GT, LeMans 24hr, Model 3, and the tracks of Sega Rally
Championship 2 are all trademarks and copyright of Sega Enterprises.

Peugeot 306 Maxi is a trademark and copyright of Peugeot. All rights reserved.
Toyota Corolla WRC and Toyota Celica GT-Four (ST205) are trademarks and
copyright of Toyota. All rights reserved.
Ford Escort WRC is a trademark and copyright of Ford Motor Company. All rights reserved.
Mitsubishi Lancer Evolution V is a trademark and copyright of Mitsubishi Motors.
All rights reserved.
Subaru Impreza WRC '97 is a trademark and copyright of Subaru. All rights
reserved.
Lancia Stratos HF and Lancia Delta HF Integrale are trademarks and copyright of
Lancia. All rights reserved.

2.0  The Cars
=============
2.1  Peugeot 306 Maxi
---------------------
DRIVE:           Front Wheel
LENGTH - WIDTH:  3995[mm] X 1835[mm]
WHEELBASE:       2600[mm]
WEIGHT:          960[kg]
ENGINE:          In-line 4 DOHC 16V 1998cc
MAXPOWER:        260[ps]/9200[rpm]
MAXTORQUE:       25[kg*m]/6500[rpm]

2.2  Toyota Corolla WRC
-----------------------
DRIVE:           4 Wheel
LENGTH - WIDTH:  4100[mm] X 1770[mm]
WHEELBASE:       2488[mm]
WEIGHT:          1230[kg]
ENGINE:          In-line 4 DOHC16V 1972.3cc TURBO
MAXPOWER:        299[ps]/5700[rpm](4valve)
MAXTORQUE:       52[kg*m]/4000[rpm]

2.3  Ford Escort WRC
--------------------
DRIVE:           4 Wheel
LENGTH - WIDTH:  4211[mm] X 1770[mm]
WHEELBASE:       2550[mm]
WEIGHT:          1230[kg]
ENGINE:          In-line 4 DOHC16V 1997cc TURBO
MAXPOWER:        300[ps]/6250[rpm](4valve)
MAXTORQUE:       40[kg*m]/5000[rpm]

2.4  Subaru Impreza WRC '97
---------------------------
DRIVE:           4 Wheel
LENGTH - WIDTH:  4340[mm] X 1770[mm]
WHEELBASE:       2520[mm]
WEIGHT:          1230[kg]
ENGINE:          FLAT-4 DOHC16V 1994cc TURBO
MAXPOWER:        300[ps]/5500[rpm]
MAXTORQUE:       48[kg*m]/4000[rpm]

2.5  Mitsubishi Lancer Evolution V
----------------------------------
DRIVE:           4 Wheel
LENGTH - WIDTH:  4100[mm] X 1770[mm]
WHEELBASE:       2488[mm]
WEIGHT:          1230[kg]
ENGINE:          In-line 4 DOHC16V 1972.3cc TURBO
MAXPOWER:        299[ps]/5700[rpm](4valve)
MAXTORQUE:       52[kg*m]/4000[rpm]

2.6  Lancia Stratos HF
----------------------
DRIVE:           Rear Wheel
LENGTH - WIDTH:  3710[mm] X 1866[mm]
WHEELBASE:       2180[mm]
WEIGHT:          950[kg]
ENGINE:          DINO-V6DOHC 2418cc
MAXPOWER:        280[ps]/7600[rpm](4valve)
MAXTORQUE:       27.5[kg*m]/6000[rpm]

2.7  Lancia Delta HF Integrale
------------------------------
DRIVE:           4 Wheel
LENGTH - WIDTH:  3900[mm] X 1770[mm]
WHEELBASE:       2480[mm]
WEIGHT:          1120[kg]
ENGINE:          In-line 4 DOHC 16V 1995cc + GARRETT T3 TURBO
MAXPOWER:        300[ps]/7000[rpm]
MAXTORQUE:       43.5[kg*m]/4500[rpm]

2.8  Toyota Celica GT-Four (ST205)
----------------------------------
DRIVE:           4 Wheel
LENGTH - WIDTH:  4424[mm] X 1770[mm]
WHEELBASE:       2545[mm]
WEIGHT:          1200[kg]
ENGINE:          In-line 4 DOHC 16V 1998cc + TURBO
MAXPOWER:        299[ps]/5600[rpm]
MAXTORQUE:       50.0[kg*m]/5600[rpm]

3.0  The Tracks
===============
3.1  Desert
-----------
Similar to the desert stage in the original SRC, the desert track is all gravel
and is the easiest of tracks to complete. Big wide lanes means you won't be in
contact with the scenery too much!

Grass and water hazards will slow the car down, so avoid as much as possible (it
is necessary however to enter some grassed areas to achieve the fastest possible
time - see section 5.0, and using the 306 entering grass is necessary).

3.2  Mountain
-------------
Mostly tarmac with a bit of gravel, this course is again pretty easy to
complete. Wide run off areas adjacent to tricky corners means you can still keep
your speed up if you don't get it quite right.

The first hairpin is easy to negotiate, but hard to complete fast! Also, the
last corner before the finish line needs sharp steering into, and quick
counter-steering afterwards to avoid hitting the wall jut yards from the finish
line and losing out on valuable seconds.

3.3  Snowy
-----------
The most difficult track in my opinion. The course starts and ends in gravel
therefore giving good traction to minimise wheel spin at the start.

However, the rest of the track takes place on snow with very little traction
at all. To make things even more difficult are banks of snow and ruts at the
side of the road. Drifting too wide on a corner can cause your wheels to get
caught in one of the ruts causing you to take the whole corner wide.

3.4  Riviera
------------
This course is not too difficult to master. The track is narrow but short. You
therefore have to complete two laps when racing in Championship mode. Drifting
on corners should be kept to an absolute minimum to avoid contact with the outside
walls. The entire course takes place on tarmac, so traction is good. Contact with
inside walls is OK when applying the advanced 'wall turn' technique in hairpins.

3.5  Score Attack Oval
----------------------
Hidden oval track found by performing trick in section 6.2

4.0  The Races
==============
4.1  Championship
-----------------
Championship mode allows you to complete one lap of all four courses. You start
in sixteenth position and need to work your way up to first. Tracks are
completed in the order of Desert, Mountain, Snowy, Riviera.

4.2  Practice
-------------
Practice mode allows you to complete 4 laps on a track of your choice. You start
in second position and need to overtake the CPU opponent and finish first.

4.3  Link Mode
--------------
If playing on a linked machine you have the opportunity of racing another player
on one of the practice tracks. You cannot race in Championship mode if competing
with another player.

5.0  Drive Through
==================
5.1 Starting Method
-------------------
Two starting methods have come forward as the fastest way of starting each
stage. Both methods require you to keep off the accel until the end of the
'3..2..1..Go' countdown. Then apply full accel.
The conventional method requires you to start in 1st gear, change up to 2nd then
immediately 3rd, then 4th (the point at which gears are changed depends upon
which car is being driven).
However, a safer method has emerged which is not as fast as the conventional
version but reduces the risk of changing gear at the wrong time. Start in
3rd gear and change up to 4th at the point you would have done using the
conventional method.

5.2 General Tips
----------------
The same general tips apply here as with all racing games (and real life
racing!). Stick to the racing line. The racing line is the shortest, fastest
route around a track. When approaching a bend or corner start from the
outside of the track, turn into the corner and clip the apex (the middle
point of the corner on the inside of the track) and drive through the corner
back to the outside of the track on the exit.

If you find yourself skidding or powersliding through a corner, keep the
drift angle to a minimum by countersteering. Drifting too wide will make
you loose time.

Try to drive smoothly (jerking the wheel around is not a good idea).You
should not have to use the foot brake except in the hairpins, and you should
try to use full accel as much as possible.

Memorise the tracks as much as possible so you can line yourself up for
corners and not be caught out by tricky bends.

Finally, don't bump into walls or other cars.

5.3  Using Stratos
------------------
Thanks to Marrow ([email protected]) for the following guide.
- Before starting each stage, keep off accel and select 1st gear.
- At end of '3..2..1..Go' countdown apply full accel
- When at 5000 rpm, change to 2nd gear, then immediately 3rd
- When over 9000 rpm, change to 4th gear
At all times, counter steer quickly after a corner and minimise your drifting
angle.

1st Stage (Desert);
Target Time=57"xx
- Complete the full course in 4th gear without lifting off accel
- Don't enter into grass area except:
    - left and right bend after starting point
    - 1st corner with water hazard
    - S-Shaped corner after checkpoint

Point of passing rival cars;
15th - Before first real corner
14th - After left corner with water hazard
13th - After check point
12th - 2nd half of S-Shape corner
11th - Before 2nd to last left corner

2nd Stage (Mountain);
Target Time=1'01"xx
- You can almost complete the full course in 4th gear with full accel
- At the right - right corners after 1st bridge keep full accel with 4th gear
 (very tricky to do, I have to lift off slightly before first right to stop too
 much drift)
- At the first hairpin (after check point), lift off accel, change down to 3rd
 gear and turn in without break (again, very tricky, I have to touch the break
 slightly while turning to prevent drift)
- At second hairpin, off accel, 4th gear no break (I again have to break
 slightly while turning in)

Point of passing rival cars;
10th - 2nd right corner
9th  - Right corner before gravel
8th  - Left corner in gravel
7th  - first hairpin
6th  - left corner before second bridge

3rd Stage (Snowy);
Target Time=58"xx
- Complete most of the course in 4th gear with full accel
- Put front tyre on the inside of bend of almost every corner
- At the first left after checkpoint, keep 4th gear but use half accel
- At hairpin, change to 3rd gear, step on foot break, turn right and pull up
 handbrake
- at the last S-Shaped corner, keep 4th gear and use half accel

Point of passing rival cars;
5th - short straight before hairpin
4th - light S-Shape corner after hairpin
(This is the most difficult course to get correct. I have only managed a
1'00"xx here, and you can still go onto to completing the game in first place
if you only finish in 5th place).

4th Stage (Riviera);
Target time=1'05"xx
- You can complete the full course with 4th gear and full accel except at the
 two hairpins
- At the two hairpins, change to 3rd gear, step on foot-break and also use
 hand break

Point of passing rival cars;
3rd - second hairpin of first lap
2nd - last corner {next to second hairpin) of first lap
1st - before first right corner of second lap

5.4  Using Impreza
------------------
Thanks to Anecdote (anecdote @ geocities.com) for the following very
in-depth guide.
1st Stage (Desert);
Goals: finish 11th, 57"1x, full accel every turn
- EASY LEFT, IN GRAVEL - Aim speed: out 190 km/h
  Not too much problems, just steer gently into the turn.
- LONG EASY LEFT - Aim speed: out 230 km/h
  Approach from the right side (grass) and try to stay as close
  to the innerside of the turn. But don't run grass. I found
  that it slows you down somewhat. Countersteer properly so that
  you straighten out as quickly as possible.
- LONG MEDIUM LEFT, WATER HAZARD - Aim speed: out 229 km/h
  Approach from the middle/right-side. Again, try to stay close
  to the inside of the turn. Make sure you don't oversteer.
  Oversteering makes you go wide. Countersteer to make the car
  go straight as soon as you exit the turn.
- CHECKPOINT - Aim speed: 230 km/h
  Cross the straight with checkpoint diagonally from left to
  right. This will set you up nicely for the next S-Corner.
- S-CORNER: MEDIUM RIGHT - Aim speed: in 236 km/h, out 230 km/h
  Drift as close to the wall as possible, but don't
  oversteer. Try to keep the drift-angle as small as possible.
  If you do oversteer, the next turn gets more difficult.
- S-CORNER: LONG MEDIUM LEFT - Aim speed: out 229 km/h
  The key to go fast here is not to steer into the turn too
  quickly. If you turn too quickly, you won't get the 'ideal line'
  through the turn and you will go wide. Stay close to the inside,
  recover the drift as you exit.
- CREST JUMP, WATER - Aim speed: 232 km/h after landing
  Make sure you drive the middle of the road. When you jump,
  you'll jump over the water hazard and keep your speed up.
- EASY RIGHT - Aim speed: in 235 km/h, out 234 km/h
  Steer into the turn early. Stay close to the inner wall, but
  don't run grass. Gently countersteer to recover.
- LONG EASY LEFT - Aim speed: in 235 km/h, out 230 km/h
  Approach from the right. Try to stay close by countersteering
  properly... If you don't do it right you will go wide.
- LONG EASY LEFT, IN TARMAC - Aim speed: in 235 km/h out 233 km/h
  I approach this one from the middle, depends on how I got
  through the previous turn. If I went wide, I approach from the
  right. If I went tight, I approach from the middle. Stay close
  to the innerside, don't run grass.
- FINISH - Aim speed: 239 km/h
  Make sure after the last turn, that you drive in a straight line
  from your exit to the finish line.

2nd Stage (Mountain);
Goals: finish 6th, 1'01"6x, full accel everywhere, except
Hairpins and S-Corner.
- EASY RIGHT, IN TARMAC - Aim speed: out 188 km/h
  Approach from middle stay close to wall.
- EASY LEFT - Aim speed: out 200 km/h
  Apex clip this turn and move to the right for narrow bridge.
  After the bridge: stay close to the innerside, minimize
  drift-angle for good control over the car. Then line up left.
  Full accel.
- K-RIGHT - Aim speed: out 213 km/h
  Approaching with FULL accel from the left, steer into the turn
  early to drift around it. Countersteer and run the brick road
  on the left.
- K-RIGHT - Aim speed: out 213 km/h
  Still full accel, steer into turn early. Stay close to the
  innerside of the turn, countersteer to straighten car out.
  Come out of the turn, so that you have a (more or less)
  straight path to the easy right in gravel (this will build up
  your speed).
- MEDIUM RIGHT (IN GRAVEL) - Aim speed: in 223 km/h, out 223 km/h
  Approach from left to innerside. Countersteer and position to
  the left.
- VERY LONG EASY LEFT - Aim speed: out 225 km/h
  Stay close to the wall, minimise drift-angle.
- CHECKPOINT - Aim speed: 228 km/h
  On the checkpoint straight, keep left, very close to the wall.
- HAIRPIN RIGHT - Aim speed: out 165 km/h (175km/h with com car)
  Approach hairpin from far left, which means REALLY close to
  the wall. With the left rear wheel on the grass, off-accel,
  full right steer with slight footbrake (short tap), still in
  4th gear. Full accel and shift back to 3rd gear when you
  shift back to 4th at around 190 km/h. You will probably end up
  near the wall with the grass, get your car straight as soon as
  possible. Make absolutely sure you don't hit the wall. If you
  were very quick before, you can catch the com car, use it as an
  cushion.
- EASY LEFT, Narrow Bridge - Aim speed: out 195 km/h
  Stay close to the wall. When you exit go to the right side to
  position for the next turn.
- S-CORNER: MEDIUM LEFT, MEDIUM RIGHT - Aim speed: in 206/7 km/h,
  out 201/2 km/h
  Approach from the right, close to the wall WITH THE RIGHT REAR
  WHEEL ON THE GRASS, steer hard left into MEDIUM LEFT with FULL
  ACCEL (the rear on the grass helps you to get close the inner
  bend of the Medium Left.) Then steer hard into MEDIUM RIGHT with
  a short moment of off accel. After passing the apex of the Medium
  Right, full accel again. Don't run grass on the right side, it
  makes your car skid all over the place and lose speed.
- MEDIUM RIGHT - Aim speed: out 217 km/h
  Approach from the left and hug the inside. Stay right for
  following hairpin.
- OPEN HAIRPIN LEFT - Aim speed: out 183 km/h
  Thanks must go to Show1/TTE for posting this cool technique for
  this hairpin on www.segarally.com!
  In this hairpin too you have to wait as long as possible before
  you steer into the OPEN HAIRPIN LEFT. Approach from far right. Keep
  4th gear, off accel, steer hard left with a short on the foot brake,
  WITH the right rear tire on the grass. The rear right wheel on the
  grass makes you turn much faster. You'll probably run grass, but
  that's okay, as long as you don't hit the wall.
- LONG MEDIUM RIGHT - Aim speed: out 197 km/h
  Approach from the left and apex clip. Don't run grass.
- LONG EASY RIGHT, IN GRAVEL - Aim speed: out 204 km/h
  Apex clip and don't run grass.
- MEDIUM LEFT - Aim speed: out 214 km/h
  Approach from the right, drive a closely as possible to the
  edge of the wall on the left. Almost "kiss" the wall with the
  nose of the car. Countersteer quickly to straighten car.
- FINISH - Aim speed: 217 km/h

3rd Stage (Snowy);
#Notes
 It's very important to stay very close to the inside of turns at
 all times. Make sure you take the turns 'out-in-out' sharply,
 this is very important for a fast time.
 Driving over the snowwall isn't bad... It's very very good for a
 fast time! Drive with the nose of the car over the snowwall-apex.
 You might not go as fast if you don't 'nose dive', but you'll
 drive the shortest distance. It's all about driving the shortest
 distance!
 Thanks must go to SAS from Japan for the tips posted on
 www.segarally.com! (Wall turn + car straight as possible)
 Make ABSOLUTELY sure that your drift angle is small as possible.
 Try to keep the car straight at all turns. With good timing,
 almost all turns can be taken without full left or right steering.
 This is the key to a fast time.
Goals: finish 4th, 57"4x, full accel, except in very hard turns
(K-Left and Hairpin Right)
- LONG EASY RIGHT - Aim speed: out 188 km/h
  Drive on the snowy (white) part of the road, and try to keep your
  drift angle to a minimum.
- VERY VERY LONG EASY LEFT - Aim speed: out 200 km/h
  Timing for this turn is very important, turn too soon and you
  will hit the inner wall, too late and you will go wide. Find the
  right timing and hug that wall, like you love it!
- S-CORNER : Easy Right, Easy Left - Aim speed: out 217 km/h
  Clip both apexes. Which basically means you can almost drive
  straight through this S-Corner.
- LONG MEDIUM LEFT - Aim speed: out 216 km/h
  Full accel, approach from the right side and apex clip. It's not
  bad too drive over the snow wall part of the apex. Quickly
  countersteer for the next turn.
- MEDIUM RIGHT - Aim speed: out 217 km/h
  Approach from the left and go for the apex. Countersteer and stay
  left for next Medium Right. Full accel.
- MEDIUM RIGHT - Aim speed: out 217 km/h
  Dive into the turn, go for the apex. Full accel.
- CHECKPOINT - Aim speed: 217 km/h
  Line the car up to the right.
- LONG K-LEFT - Aim speed: in 217 km/h, out 200 km/h
  Approach from the right. DO RUN snow wall. But don't overdo it,
  just try to drive the nose of the car over the snowwall. Off accel,
  still 4th gear, steer hard left, try to stay in inner bend. When
  exiting K-Left, full accel. During this drift, half accel is possible
  to keep up speed.
- EASY LEFT - Aim speed: out 207 km/h
  After the K-Left, drive on the left side of this Easy Left for
  the following Hairpin Right.
- HAIRPIN RIGHT - Aim speed: out 120 km/h (130 km/h is possible)
  Change into 3rd gear, steer hard right with footbrake and handbrake.
  Countersteer quickly to straighten car.
  Also: use wall turn. The 'sweet' spot of the wall turn is the just
  past the apex (I think).
- EASY LEFT
- VERY VERY LONG MEDIUM LEFT - Aim speed: out 198 km/h
  Approach from right, hug the wall, keep minimal drift-angle.
- CREST JUMP - Aim speed 207 km/h
- CREST JUMP - Aim speed 213 km/h
- S-CORNER : MEDIUM LEFT, MEDIUM RIGHT - Aim speed: out 215 km/h
  Approach from the right, before landing, turn the wheel half-way
  to the left. This will make steer into Long Medium Left quickly,
  run leftside snowtrail slightly. Then steer hard right, quickly
  countersteer to run rightside snowtrail. Make sure car recovers
  from the drift quickly.
- FINISH - Aim speed: 219 km/h

4th Stage (Riviera);
#Notes
 On the long start/finish straight (actually Long Medium Right) STAY
 in the right lane, close to the wall.
Goals: finish 1st, 34"2x (1st lap), 31"4x (2nd lap), 1'05"6x
(total), full accel everywhere except in hairpins.
- MEDIUM RIGHT - Aim speed: out 188 km/h (1st), 220 km/h (2nd)
  Stay right, steer firmly into the turn, countersteer quickly to
  recover the drift. Position car on the left for Hairpin Right.
- SECOND LAP MEDIUM RIGHT - Aim Speed: out 220 km/h
  When you approach the Medium Right, you should still be in the
  rightside lane of the road. Stay in this lane to slide around the
  bend. You actually go in-in-out. This will help you for the
  Hairpin Right. Because you will already have the car turned quite
  a bit to the right. Making the remaining turn a bit shorter.
- HAIRPIN RIGHT - Aim speed: in 115 km/h, out 120 km/h
  Use wall turn. Stay in 4th gear, use foot- and handbrake to hit
  the apex of the hairpin. After hitting the apex, release
  footbrake, hold onto the handbrake, if necessary. Then shift back
  to 3rd with full accel. Shift back to 4th at 190 km/h.
- S-CORNER: MEDIUM LEFT, MEDIUM RIGHT - Aim speed: out 200 km/h
  Stay on the left side and hug the wall. Medium Right, steer
  firmly into the turn. Move to the left side.
- S-CORNER: MEDIUM RIGHT, MEDIUM LIFT - Aim speed: out 213 km/h
  Medium Right, go through this turn with minimal steering. Medium
  Left, steer hard left and go to the left lane. This is needed for
  the next Hairpin Right.
- HAIRPIN RIGHT - Aim speed: out 115 km/h
  I use wall turn for this hairpin. As you are approaching the HAIRPIN,
  steer into the turn so that you position yourself FAR LEFT from the
  HAIRPIN (This very important for a good wall turn). Just after the
  the navigator yells: "Caution HAIRPIN RIGHT!", change to 3rd gear,
  steer hard right with footbrake and handbrake. And try to hit the
  wall near the apex with the right headlight of the car.
  #NOTE: As you are positioning the car far left from the hairpin and
  as close to the outer wall as possible, you actually run parallel to
  the hairpin's wall for a short moment..
- K-RIGHT - Aim speed: out 175 km/h
  Try to drive straight through it. Steer firmly into the turn and
  countersteer quickly.
- LONG MEDIUM RIGHT
  Stay on the right side.
- FINISH - Aim speed: 206 km/h
  Stay on the right side of the track, hug the wall. Second lap is
  the same :)

Passing of Computer Cars;
Desert Stage
  15th - Before second Easy Left.
  14th - After Easy Left with water hazard.
  13th - Before S-Corner.
  12th - After second part (Medium Left) of S-Corner.
  11th - Before Long Left (Second last turn).
Mountain Stage
  10th - After second K-Right.
   9th - Easy Right from tarmac in gravel.
   8th - Easy Left in gravel.
   7th - After first Hairpin.
   6th - Before second bridge.
Snowy Stage
   5th - After K-Left.
   4th - After Hairpin Right.
Riviera Stage
   3rd - Second Hairpin on first lap.
   2nd - After K-right on first lap.
   1st - First Hairpin on second lap.
Overtaking shouldn't be a problem, I mean, the CPU cars don't have any
mean A.I. to make your life miserable. ... But some CPU cars are just
a nightmare!
Here are the cars that cause the most aggravation!
On the Desert Stage, after S-Corner (Medium Right, Long Medium Left).
Well, if you stay close inside the Long Medium Left, there shouldn't
be too much problems. So this one is okay.
Still Desert Stage: if you went very fast up till the second last Long
Easy Left, the 11th car can pose a problem. This final car on the
Desert  Stage, keeps right before the Long Easy Left. You want to be
there, because you want to take the turn 'out-in-out'. This is not easy
here. You should try to to go 'out-in-out' as MUCH as POSSIBLE , which
means you have to position somewhere in the middle of the road and then
take the turn. Try to keep tight to the inside or you'll crash into the
outer wall.
On the Mountain Stage, the car after K-Right, K-Right. If are quick
enough, you can pass it easily from the right.
Before, in or after the first hairpin. This car stays near the inner
side of the track, so try to go around it if you can. But if you are
quick enough, there shouldn't be any problems.
The following car, before the Easy Left, can bother you a bit. Either
overtake it on the left, by taking the turn sharply. Or overtake it
from the right side, going wide. Again, if you are fast you won't have
any problems.
On the Snowy Stage, the car near the hairpin can be a bit of a pain
at times. Again, if you are fast enough you will overtake it before it
goes into the hairpin. But if you are slower, you'll catch it in the
hairpin (which sucks). Use the car as a 'cushion', bump into it from
the side, to keep a good speed and to stay on the track.
On the Riviera Stage, the car near the second hairpin on the first lap
can be a pain. Try to use it as a cushion. If you are fast enough, it
won't be a bother.
THE most annoying CPU car is the car on the first hairpin on the second
lap. If you are fast, you'll always encounter it in the hairpin.
There's just no way to not bump into it. Using it as a cushion is very
difficult.
The last car is a real pain, but there is a way to 'beat' it. It does
require you to be fast on the first lap. You should aim at 34"60 (or
quicker) to 34"80 for the first lap. If you do this you will be able
to bump into the side of the final car and use it as a cushion. You
should be able to turn the hairpin with about 125+ km/h! This final
car just can't be avoided. So, bump into it! :-)
When you are slower (34"80+), trying to bump into the side of the car
is not very useful (you'll probably miss it). The best solution is to
just take the hairpin like you do normally, but a bit tighter than
usual. This way you will bump into the back of the car. Bumping into
the car like this isn't bad at all. I tried it a couple of times and
even though you lose speed, you can keep your speed up to about 125
to 135 km/h! Besides, you have to slow down for the hairpin any way,
using the final car is better than slamming your own brakes!

5.5 Using the Celica
--------------------
Anecdote ([email protected]} has done it again with another guide!
#Note
The speeds and times in this text are not the standard I have reached,
yet. They are rather a way to focus my driving with Toyota Celica.
Yes, these speeds and times are very possible!
This journal is a supplement to the Impreza Guide. The reason for this
supplement is that both cars do have different handling.

Desert Stage: aim to get 57"10 or less, Japanese Time 56"9x
- Medium Right, Long Medium Left (S-Corner after Checkpoint)
  Speed in: 236/237 km/h, speed out: 229 km/h
  I stay parallel to the grassy part of the Medium and when the Medium
  Right comes along, I steer full right. Then quickly countersteer to
  drive straight over the grassy hill (steering wheel in neutral
  position).
  Then for the Long Medium Left, full left steer (some times quickly,
  some times slowly and gradually). Try to stay close to the wall, going
  straight as I exit.
- Long Easy Left (Second last corner)
  Speed in: 236/237 km/h, speed out: 232/233 km/h
  The final car on this stage can be a pain. Don't really know how to deal
  with it.
  Try to go 'out-in-out' as much as possible. Always countersteering,
  steering wheel in neutral position. Always careful, sensitive steering.

Mountain Stage: aim to get 1'01"90 or less, Japanese Time 1'01"3x or
quicker
- K-Right, K-Right
  Speed in (first K-Right): 208 km/h, speed out (second K-Right): 214/215
  km/h
  It's important to setup perfectly for the two K-Rights. So the turns before
  K-Right, K-Right are equally important. Make ABSOLUTELY sure that the car
  is straight before going into the first K-Right and stay as far to the left
  as possible!
  After the first K-Right, countersteer and get the car straight as quickly
  as possible. Also drive on the brick part of the road, far left.
  Setting up for the second K-Right is VERY important. Drift closely to the
  wall and recover the car as you exit.
- Hairpin Right
  Speed in: 227+ km/h, speed out: 165-170+ km/h
  Stay far left, with rear left wheel on grass. Just after the navigator
  yells: "Caution Hairpin Right!", full right steer with footbrake and fourth
  gear.
- Medium Left, Medium Right (S-Corner)
  Speed in: 206 km/h, speed out: 201/202 km/h (NEVER below 200 km/h!)
  Approach from far right, then sharply steer into Medium Left. Then full
  steer to the right with a short moment of off-accel. Stay close the
  grass-apex.
- Open Hairpin Left
  Speed in: 218 km/h, speed out: 188+ km/h
  With the right rear wheel on the grass. Full left steer into hairpin with
  slight footbrake (very very short tap), still in fourth gear.

Snowy Stage: aim to get 57"90 or less, Japanese Time 57"5x or less
- Easy Left, Easy Right (S-Corner)
  Speed in: 216+ km/h, speed out: 217/218 km/h
  Try to go as straight as possible. Does this mean running the snow-walls?
  This S-Corner may not seem very important as it's fairly easy to get through.
  But it's very hard to exit very fast. 217/218 km/h is considered to be really
  good.
  SAS exits Mitsubishi Lancer with 219 km/h! His fastest lap is 56"96!!
- Medium Left, Medium Right, Medium Right
  Speed in 218/219 km/h, speed out: 217/218 km/h
  Timing for these turns is very important, but also very difficult. Drift angle
  must be small.
  The method should be:
   - After previous Easy Left, Easy Right, your car must go straight so that it
     can accelerate.
   - Then the Medium Left comes, steer into the corner so that the nose of the
     car runs over the snowwall. Recover the slide and go straight.
   - Next turn, the Medium Right: go 'out-in-out' as tightly as possible. Kiss
     the snowwall with the nose of the car, countersteer to go straight.
   - Last Medium Right, run over the snowwall-apex with a small drift angle. As
     soon as you exit the car should be going straight.
  Avoid oversteering as much as possible. You'll be countersteering for ever to
  get the car straight again. Which is not good, because you'll accel much (at all)
  when sliding on Snowy.
  In a nutshell:
  Go 'out-in-out' sharply.
  Go straight, slide, apex-clip, straight, slide, apex-clip, straight, slide
  apex-clip and straight.
  Find the right timing to steer into turns. To go fast, you must go as smooth as
  possible through all these turns. Avoid drifting by steering carefully and
  sensitively. Never suddenly throw the steering wheel to the left or right. The
  harder you steer, the harder the recovery of the slide gets.
  Don't be put off by the fast Japanese times, this course IS really difficult to
  go fast in.
- Long K-Left
  Speed in: 220 km/h, speed out: 199/200 km/h
  Gentle full steer with off-accel, just before the navigator finishes his sentence.
  Timing is difficult here, but you should gently full-steer into the K-Left so that
  the car's nose drives over the snowwall. You must go tight along the inner bend.
  This will keep your speed up.
- Hairpin Right
  Speed in: 210 km/h, speed out: 110+ km/h
  Stay far left. Then sharp right steer with footbrake, handbrake and 3rd gear. Also
  try wallturn. I don't know whether to hit the snowwall or the real wall. I've had
  BAD experience with the real wall, though (TURN AROUND!).
- Long Medium Left, Medium Right
  Speed in: 215 km/h, speed out: 216/217 km/h
  Approach from far right, full steer. Try to run left side snowpath, during this
  try to keep steering wheel in 'neutral' (straight) position. Then run right side
  snowpath. Try to do so without (sudden) full steer.

Riviera Stage: aim to get 1'06"1x or less, Japanese Time 1'05"7x or even quicker
- Hairpin Right
  Speed out: 120 km/h
  Position the car far left and steer full left with 3rd gear shift, footbrake and
  handbrake.
  Right after (or during) the drift you should be starting to countersteer to recover
  the slide.
  Wallturn is possible here too, but I don't know how to do it right!
  For the second lap: try to bump into the last car to get through the hairpin. If you
  do it right (a/k/a just about perfect) you can keep your speed up to around 130 km/h.
  A bit of luck is needed, though.
- Hairpin Right
  Speed out: 115 km/h
  On the turn before this hairpin you should be in the rightside lane. Just before or
  after navigator says: "Medium Right!", you should be going to the left lane (I don't
  know the exact timing for this).
  Before the hairpin is a small straight. You should be parallel and very close to the
  left side wall of this small straight. Then just before or after navigator finishes:
  "Caution, Hairpin Right!", full-steer into the hairpin with 3rd gear shift, footbrake
  and handbrake, try to hit the innerwall with the right headlight of the car for
  wallturn.


5.6 Using the 306
-----------------
Thanks to Terry Reed ([email protected]) for the info that originally
appeared here. Heiko Schwalm ([email protected]) and Peter Stromberg
([email protected]) have updated the guide with some advanced techniques.

Peter also has a FAQ dedicated to the 306 at
http://sites.netscape.net/pez68/sr2/306.html

Starting Method;
- Put gear in first
- Wait for announcer to count down.
- 3!... 2!... 1!... GO! Full accel at 'GO!'.
- At 4500 RPM immediately into third gear.
- At 195-200 km/h into fourth gear

1st Stage (Desert);
Target Time: 56"29
Key Corners:
Most time can be won or lost in the S-curve after checkpoint. 2 corners later,
at the long easy left with the brick wall on the outside, you must avoid
hitting this wall.

- EASY LEFT, EASY RIGHT
  When having shifted to 4th turn wheel slightly to left, run over grass in
  both turns. Leave grass just before it narrows into right wall.
  First time compare should be: 11"36 - 11"42
- EASY LEFT
  Out-in-out, keep adhesion, steer very gently and run grass, no drift.
  Finish in centre of road slightely to right. Move far right ready for next
  corner.
  Target: ~245 km/h after corner
- LONG MEDIUM LEFT, WATER
  Aim at fence, keep adhesion as long as possible, run grass. At apex, full
  steering.
  Target: ~235 km/h after corner
- CHECKPOINT
- MEDIUM RIGHT, (First Part of S-Curve)
  Approach from the very outside, turn in to bend when the last two
  spectators leave your view (assuming you are using the in-car view).
  Aim at fence, at fence full countersteering. To begin with you can
  back off accel slightely to aid turning until you perfect this corner.
  Target: 230+ km/h at that point
- LONG MEDIUM LEFT, (Second Part of S-Curve)
  From last corner aim at fence (again), short off-accel (a second time when
  neccessary), aim at middle of street because of water hazards after jump
  Target: 220-225 km/h out
- EASY RIGHT
  From where you are at middel right of , aim carefully at inside. When car
  starts drifting, countersteer immediately. Run right wheels on grass.
  Target: ~240 km/h after turn
- LONG EASY LEFT
  Approach from right with both wheels on grass. After map reader says 'maybe'
  steer full left lock. Keep accel floored and aim for rock wall (without
  hitting !)
  Target: 225-244 km/h
- LONG EASY LEFT, in Tarmac
  Steer gently left, when you see the yellow barrier sign steer fully right and
  aim for tarmac.
  Target: speed within corner (just before countersteering): 234-236 km/h
- GOAL
  Target: 244 km/h

2nd Stage (Mountain);
Target Time: 1'01"12
Key Corners:
Be careful in hairpins and control speed in S-turns (left-right) after second
narrow bridge(caution: grass!). Start as in Desert, but put in 4th at 185-190
km/h (in the first right turn).

- EASY RIGHT, in Tarmac
  Cut in, after apex shift to 4th at 190 km/h. After turn aim at left of bridge
- EASY LEFT
  Approach from the middle of the street, not from right, at the middle of the
  bridge steer fully to the left. Stay close to the inside, end turn inside
  (left lane) - full speed
- K-RIGHT
  From the very left steer right when passing the open part of fence on the
  left of your view. Aim at wall, climb brick part of street (out-in-out...).
  At the apex, I lift my gas foot a little - full speed, turn wheel left to
  line up left side of road before next turn.
- K-RIGHT
  Do this one the same way like the one before. You can't do these 2 turns in
  one big turn. Before entering this one, hesitate, then enter - full speed,
  lifting off accel before or at apex.
- EASY LEFT
  Enter from middle, end left.
  Target: 215-221 km/h
- MEDIUM RIGHT, in Gravel
  Do out-in-out. Pass the com car left, if you were fast until here (as a rule
  of thumb: if you did the last one with 219+...). Pass right, if you were slow.
  Full speed.
  Target: 227-230 km/h, before entering next turn
- VERY LONG EASY LEFT, in Tarmac
  Stay left, do an in-in-turn.Minimum drift, if you start drifting, do a hook
  to keep car in line and recover grip as fast as possible.
  Target: 220-226 km/h, when entering tarmac
- HAIRPIN RIGHT
  Enter from outside. After some 50m of tarmac as wall 'opens' on left, put in
  3rd, hand- and footbrake. Pass com car on the inside - yes, there is enough </pre><pre id="faqspan-2">
  room - release footbrake, not handbrake, and begin accelerating. Release
  handbrake and shoot out of that corner! Holding the handbrake while
  accelerating keeps the car in lane and lets you accelerate earlier and with
  more control. If you were fast until here, you will have no problems passing
  that com car. If you were slow, it may cause problems when exiting the hairpin.
  Just forget that 'hold-the-handbrake'-part in that case and lean comfortably
  against the Subaru :^)
  Target: 135-145+ km/h, at apex
- EASY LEFT, Narrow Bridge
  Do out-in-half out, don't forget to change into 4th gear
- MEDIUM LEFT, MEDIUM RIGHT (S-Corner)
  Out-in in the first part, off-accel at apex, quickly steer right, off-accel
  again, line: out-in-out. Do not enter the grass too much - keep left side of
  the car on tarmac! Work with accelerator to keep constant speed. Speed:
  Target first part (Medium Left): 205-210 km/h,
  Target second part (Medium Right): 203-208 km/h
  Target out: 212+ km/h
- MEDIUM RIGHT
  Out-in, Off accel briefly to line car up on right side of street. full speed
- OPEN HAIRPIN LEFT
  Two techniqes are possible for this turn. Number 1 is safer, but 2 is faster.
  1. Right between last corner and this one, change into 3rd and off-accel. Now
     do a simple out-in-out without any change, just steer to the very inside,
     avoid hitting the brick wall and entering the grass after the turn, and
     you're done with this one. Accelerate again and shift to 4th gear.
     Target: 165-175+ km/h
  2. Position car to right of road so right wheels are running grass. Then steer
     fully left (you will need to experiment with timing), then after a slight
     pause give the footbrake a firm but quick touch. Then full accel staying
     in 4th gear.
     Target: 170-190 km/h
- MEDIUM RIGHT
  Simple out-in-out, keep accelerating. Don't go too wide. Full speed.
- LONG EASY RIGHT, in Gravel
  Out-in-out, keep accelerating. Don't go too wide, and lift off accel during
  turn to position car on right side of road ready for next turn.
  Target: 208-213 km/h
- MEDIUM LEFT
  From middle or outside, steer early (aim at inside wall), in the second half
  of the turn, oversteer a little. Countersteer to straighten car out. Good
  style would be not to hit the fence here.
- GOAL
  Watch as your car crosses the finishing line in the middle of the
  street - shouldn't it be at the left of the screen? - Try to drift into
  goal and watch then: the tracks of your 306 will have interesting shapes...
  Target 215-219 km/h

3rd Stage (Snowy);
Target Time: 57"14
Key Corners:
In Snowy stage you must not slide out of any turn or you will lose a lot of time.
Drive over the inner shoulder of the turns but don't bump. Most time can be won
at K-left after checkpoint, hairpin and the final S. Control of car can be
achieved by letting go of accel and lightly applying footbrake.

- LONG EASY RIGHT
  Mount the inner shoulder of right turn, shift to 4th when half or fully finished
  turn.
  Full speed
- VERY VERY LONG EASY LEFT
  From within the right turn before, aim at the first spectator (and hopefully
  miss) at the moment he starts running. That is approximately the moment and
  line - you fully steer left to make a nice turn on the inner side. Always try
  to keep on the inner side, you will have to correct the line every now and then.
  Only scratch the shoulder in this turn - if you climb to high you lose speed.
  Target: 195-197 when entering, full speed
- EASY RIGHT
  Was there a turn? - Just run over the shoulder and ignore it... full speed
- EASY LEFT
  Yes, there was a turn... Run over this shoulder as well if you want, you don't
  have to. If you do, be sure to leave the shoulder early enough to be on the
  outside before entering next turn. Full speed.
  Advanced Technique: After this turn while in the straight road leading to the
  next turn, quarter turn steering wheel to left to make the car slide. This
  enables the next left to be taken faster.
  Target: 215 km/h
- LONG MEDIUM LEFT
  This is best taken out-in with shoulder. The car will oversteer, try to keep
  it left for next turn. Do not climb the shoulder too early! A nice crash and
  a time loss of ~1.5 sec will be the result! If you are not sure if you can
  take this turn correctly, control speed by off-accelling when you enter.
  Target: 208-215 km/h
- MEDIUM RIGHT, MEDIUM RIGHT
  Those two turns must be done in the old fashion Out-in-out style. They cannot
  be done in one turn so you will have to countersteer a little between them.
  Start from far left, turn wheel fully right, climb snow bank between turns,
  steer fully left and then right again (in a slow motion) climbing the next
  inside snow bank as well. To begin with you will have to back off accel through
  these turns, but with practice you can go full accel. After the second turn stay
  right for K-left.
  Target: 200-205+ km/h
- LONG K-LEFT
  From the very right, off-accel when you pass under the checkpoint banner and steer
  fully left. When speed drops to 185-193 km/h apply full accel and keep steering
  fully left. In the ideal case the car will approach the inner shoulder and climb
  it a little.
  Target: 185-190 km/h
- EASY LEFT
  If you have not yet passed the com car, do it now on the left side. You may
  take the shoulder here, but it's not wise as you have to be left when entering
  the hairpin turn... full speed, of course.
- HAIRPIN RIGHT
  When half between last turn and hairpin, shift to 3rd, then turn right, brake
  and handbrake, all at the same time. Pass the com car on the inside, if not yet
  done. Hold handbrake while releasing the others. Full accel while holding
  handbrake (controls your turn) and finally, release handbrake when you almost
  made it. Be sure to do this turn out-in-out.
  Target: 115-125+ km/h
- EASY LEFT, EASY RIGHT
  As your car still slides at the first of those two, try to be on a straight line
  to following med left. Pass com car on left side if in left turn, on right if
  early in right turn. If you have to pass later, pass left. Shift to 4th within
  these turns. Full speed.
- VERY VERY LONG MEDIUM LEFT
  You can take this turn in-in, though you need not to do so (see above). Do not
  mount the shoulder in this turn. Carefully control your line on the inner side
  of the turn with steering wheel, even when you pass a com car here. Passing the
  com car when not much faster can be a problem in this turn. If you passed it in
  the first half of the turn, you must stay on the inside or the com car will push
  you out of the turn (costs up to over one sec)! In the last meters of the turn
  you may want to climb the shoulder anyway to have higher speed when leaving the
  turn. Full speed.
  Target: 199-202 km/h
- STRAIGHT, 2 CREST JUMPS
  Stay on the right side to set you up for the S.
- LONG MEDIUM LEFT, MEDIUM RIGHT
  From the very outside turn left when you land from the last jump. Do not steer
  while in the air or you will climb the shoulder too early and fly out! When you
  feel imminent drifting, 'chicken'(off-accel very shortly) to stay on the inside.
  Look at the ad in the right turn: in inside view (which I prefer) the moment to
  steer right is just the moment when you look at that sign from the side - when
  you look 'along' the sign. Climb the shoulder and soflty straighten for goal.
  Target first half (Long Medium Left): 215+ km/h
  Target second half (Medium Right): 214+ km/h
- GOAL
  Target: 218-222 km/h

4th Stage (Riviera);
Target Time: 1'04"61
Key Corners:
As the course is not much more than two (almost) straights and two hairpins,
emphasize your training on the hairpins and stay on the inner lane when not doing
hairpin turns.

- START
  Like the starts in Mountain and Snowy, shift to 4th at 185 km/h (first right turn).
  Stay right.
- MEDIUM RIGHT
  From right lane (left on this lane) cut in-out to be on the very left of the track
  way before entering hairpin. In second round you may have to off-accel at apex for
  a moment in order not to crash at the end of this turn. Full speed.
- HAIRPIN RIGHT
  Some 50 m before the turn, shift to 3rd. Brake and handbrake while turning in. Hit
  the inside wall with your headlight. A tangent from the wall would cut your car in
  half if you hit at the right angle. At the bump, release brake (not handbrake) and
  start accelerating while holding handbrake. Release handbrake when 3/4 of turn done.
  Target Speed: without wall-turn: 115-125 km/h; with wall-turn: 125+ km/h
- MEDIUM LEFT, MEDIUM RIGHT
  Steer to left as soon as the left wall starts to bend. If there is a com car you
  didn't pass in Snowy and you can't pass before this S, don't steer all the way -
  the com car will bump you through the turn. Countersteer soon also to stay on the
  right lane. Full speed.
  Target Speed: around 200 km/h
- MEDIUM RIGHT (First part of S-Corner)
  This one is a little harder than the one before. Full right when at the beginning
  of the wooden fence, full left when the car is half through the turn. Full speed.
  Target Speed: 205-210 km/h
- MEDIUM LEFT (Second part of S-Corner)
  From the 'straight' cut inside and shift to 3rd at apex while off-acceling.
  Target Speed: 215+ km/h, before shifting
- HAIRPIN RIGHT
  The shifting should have brought you to the outside of the hairpin. Right after
  the shifting,  brake, handbrake and steer right. Hit wall left of the vertical
  stripe on the crash barrier, same angle as before. As in first hairpin, hold
  handbrake while starting to accelerating. When almost done with turn, release
  handbrake.
  When encountering a com car in that turn, pass on the inside. If this is happening
  before you reach the hairpin (and this can happen if you're fast), pass left.
  Target Speed: without wall-turn; 120+ km/h, with wall turn; 130+ km/h
- K-RIGHT
  From the outside, simply do an out-in-out-turn at full speed. Aim at apex of inner
  kerbstone to get right line. When encountering a com car in the turn, go inside,
  when doing so after the turn, pass left. Following the K-right is a little left
  bend, but when you come out of the corner correctly (eg. on the outside), you will
  not have to worry about this. Drive the shortest line to checkpoint/goal (keep
  right when in first round). Full accel.
  Target Speed: 180 km/h
- CHECKPOINT/GOAL
  Target Speed: 209 km/h

HEIKO'S LAST WORDS ON RIVIERA... (cue dramatic orchestra)

If you can't make these speeds on the first try, remember 'Those who are the best
train the most'. I have trained for quite some time before I established these
techniques (which are not the fastest)! Find out for yourself when to enter turns,
when to release the handbrake, when and how long to go off-accel! I cannot tell as
it depends on the situation (and even if I could tell you - don't you think there
are secrets to the game you should find out for yourself?).

Hit the road and beat the 4:00 mark!

6.0  Easter Eggs
================
6.1  Hidden Cars
----------------
The original cars from SRC (Lancia Delta and Toyota Celica) are playable as
secret cars. After the machine you are playing on has taken 100 credits a timer
is started. After the timer has operated for 30 days, the cars are selectable.
To obtain the cars, press the View Change button and pull up the hand brake
at the same time on the car select screen.

6.2  Hidden Tracks
------------------
A hidden track has been appended onto the Riviera stage. After the machine you
are playing on has taken 100 credits a timer is started. After the timer has
operated for 30 days, the hidden course can be selected. On the last corner
after the second hairpin, knock over the two cones (pylons) on the outside
(left side) of the corner. You now should find an opening on the left hand side of
the track between the second hairpin and the final corner (you will either find
this on your next lap, or turn around directly after knocking over the pylons).
Drive down into this tunnel and 30 seconds will be added onto the clock.

This will work in either Championship or Practice mode.

The object of the hidden course is to obtain as many points as possible by
knocking over cones.
Points are given as follows;

- Red      100 pts
- Yellow   100 pts
- Green    200 pts
- White    300 pts

This track is not obtainable if playing in linked mode.

6.3 Time Difference Mode
------------------------
After entering your name, press the view change button and hold it until the
screen switches from name entry to the start screen. On screen timing displays
are repositioned and are less intrusive (ie. smaller). The difference between
your time and the record set on the machine is also displayed.

6.4 No Handicap In Linked Game
------------------------------
All players must step on the brake pedal after name entry and hold it
until the game starts.

6.5 Drive Reverse, Look Forward
-------------------------------
While you are driving forward, press Change View button and keep it down.
Turn around(still pressing Change View) and you can drive backward while
looking forward(you must keep the button down all the time).
Thanks to DES <[email protected]> for this info.

6.6 No Music
------------
After you have entered your initials, press START and hold until game
starts. Thanks to Ichikawa on the forum, and Mikael Hjerpe
([email protected]) for bringing this to my attention.
NOTE: some machines may have the music turned off by default.

6.7 Name Change and Name Change Extra
-------------------------------------
Matt Chan has provided details on the SRC2 forum of the name change
function in recent Sega games. Basically the function is to limit
offensive names from appearing in the scores table, but Sega staff
also crop up on the list. The following is a list of initials and
what they change to;
SEX  -->  SEC
XXX  -->  AMB
XX   -->  SEC
X    -->  M.A
YU   -->  AM2   (Yu Suzuki of AM2)
Name change extra works in a similar way, only having typed the
relevant initials an actual name is displayed on the car instead
of the entered initials. Examples are;
SAS  -->  Sasaki
MAS  -->  Masaki
POO  -->  (Some Japanese characters)

6.8 Concentrate!
----------------
Repeatedly press the View Change button while driving and after a
while the co-driver will shout 'Concentrate!' (Thanks to pez for
this easter egg).

7.0  Fastest Times
==================
7.1 Championship Total Times
----------------------------
3'58"59      AMO, Japan, 306 * Best time in world
3'59"16      Peter Stromberg (PEZ), Sweden, 306
4'00"80      Heiko Schwalm (H.S), Germany, 306
4'00"96      Marrow (MRW), Japan, Stratos
4'03"37      Terry Reed (TEZ), UK, 306
4'05"57      Trung On(T.O), UK, Lancer Evo
4'06"05      Darren Everden (DAZ), UK, 306
4'08"54      Matt Funnell (MAT), UK, 306

Pez <[email protected]> has notified me of a Swedish Championship. The finals
were held on 16/01/99 and times were posted in the 3'59"xx range. Results
can be found on the following web page; http://www.bjuvia.se/final

Worldwide best times for Sega Rally Championship 2 can now be found at
http://zeus.ee.t-kougei.ac.jp/~masuda/src2time/index.cgi?sort=total


8.0  Technical Specs
====================
8.1  Model 3 Board
------------------
For completeness I have included below the specs for the Sega Model 3 arcade
board. SRC2 uses the upgraded Step 2 version. I am not sure what is different
about this version over and above what is detailed below.
Main CPU
  Power PC 603e
Resolution
  704 x 480
  800 x 600
Geometry Engine
  Texture Mapping
  1,000,000 Texture Mapped, Light Sourced, Anti Aliased Polygons/Second
  60,000,000 Flat Shaded Polygons/Second
  Rendered 60 Million Pixels/Second
  24-Bit Textures
  Micro-Textures
  Trilinear Interpolation
  Z-buffer
  16.8 Million Coloured Textures
Shading
  Gouraud, Fix, Flat Shading
  Texture/Edge Multilayered Anti-Aliasing
  Parallel Lights
  Four Spotlights
  Pinpoint Spotlights
  Zoning Fog
  32 Layers of Translucency
Sound
  SCSP X2
  16-Bit CPU --68EC000
  Sampling Rate --44.1KHz
  64 Voices, Two Stereo Pairs MIDI Interface
  4 Channel Audio

8.2  Cabinets
-------------
Deluxe (DX-type)
Outer dimensions:  W:1315mm D:2845mm H:2297mm
Weight:            535kg
Power:             AC 100V 829W
Monitor:           50inch projection TV

Standard (Twin-type)
Outer dimensions:  W:1632mm D:1700mm H:2096mm
Weight:            530kg
Power:             AC 100V 770W
Monitor:           29inch monitor x2

9.0  Credits
============
Thanks to the following people for information provided or published in other
forms;
Sega Enterprises (SRC2 official website http://www.segarally.com)
Marrow ([email protected]   http://members.xoom.com/Marrow/src2/index.html)
K. Chang ([email protected])
Terry Reed ([email protected])
Michael Chow ([email protected])
Anecdote ([email protected]   http://www.geocities.com/TimesSquare/Chasm/1632/src2.htm)
DES ( [email protected] http://personal.inet.fi/koti/hower/segarally2.htm)
Heiko Schwalm ([email protected])
Peter Stromberg ([email protected])