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Wangan Midnight Maximum Tune FAQ/Walkthrough
Version- 3.3 (Most Recent Update: 03/07/2005)
By Michael Man aka Charlie424 (
[email protected])
Copyright 2004-2005 Michael Man
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TABLE OF CONTENTS
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Note:
This ToC is completed with the advanced search algorithm. In order to use it,
you must have a text viewer that is capable to search particular texts.
Using one is extremely easy.
-- First, locate the search code of the corresponding topic that you would
like to find.
-- After that, use Ctrl + F to call out the search window (Based on the
Internet Explorer).
-- Enter the search code that you would like to find, then press ENTER twice.
-- There you go. You've found the stuff you want!
1. COPYRIGHT/CONTACT INFORMATION........................................#01-00
1.1. Copyright........................................................#01-01
1.2. Contact Info.....................................................#01-02
2. UPDATE HISTORY.......................................[WORKING].......#02-00
2.1. Completed........................................................#02-01
2.2. To Be Completed..................................................#02-02
3. BACKGROUND...........................................................#03-00
4. STORY................................................[WORKING].......#04-00
5. BASICS...............................................................#05-00
5.1 Game Information.................................................#05-01
5.2 Basics...........................................................#05-02
5.3 Decyphering the Card.............................................#05-03
5.4 Gameplay.........................................................#05-04
6. THE THEORY OF SPEEDING...............................................#06-00
6.1 Dynamic Handling................................................#06-01
6.2 Engine and Gearbox--The Straight Line Speed.....................#06-02
6.3 Turning Around..................................................#06-03
7. GAME MODES...........................................................#07-00
8. GAME WALKTHROUGH.....................................................#08-00
8.1 C class Rivals..................................................#08-01
8.2 B class Rivals..................................................#08-02
8.3 A class Rivals..................................................#08-03
8.4 A+ class Rivals.................................................#08-04
8.5 C class Rivals (3rd playthru)..................................#08-05
8.6 B class Rivals (3rd playthru)..................................#08-06
8.7 A class Rivals (3rd playthru)..................................#08-07
8.8 A+ class Rivals (3rd playthru)..................................#08-08
9. VEHICLE LISTING......................................................#09-00
9.1 Mazda...........................................................#09-01
9.2 Mitsubishi......................................................#09-02
9.3 Nissan..........................................................#09-03
9.4 Toyota..........................................................#09-04
9.5 Subaru..........................................................#09-05
9.6 Gemballa........................................................#09-06
10. TUNING...............................................................#10-00
10.1 Basic Tuning.....................................................#10-01
10.2 Tuning After First Playthrough...................................#10-02
11. TIME ATTACK--THE DRIVER'S VIEW.......................[WORKING].......#11-00
11.1 Preface..........................................................#11-01
11.2 C1 Inbound.......................................[WORKING].......#11-02
11.3 C1 Outbound......................................[WORKING].......#11-03
11.4 New Belt Line (Counter-clockwise)................[WORKING].......#11-04
11.5 New Belt Line (Clockwise)........................[WORKING].......#11-05
11.6 Metropolitan Highway (Circuit)...................[WORKING].......#11-06
12. HIDDEN CARS AND BOSSES...............................................#12-00
12.1 Ghost Squad......................................................#12-01
12.2 Van Team.........................................................#12-02
13. SECRETS..............................................................#13-00
13.1 Hidden Vehicles..................................................#13-01
13.2 Player's Titles..................................................#13-02
13.3 The Perfect Driver...............................................#13-03
14. TIPS.................................................[WORKING].......#14-00
14.1 Car Setup: Power Does Not Come Before All........................#14-01
14.2 Tale-telling signs...............................................#14-02
14.3 Refining the Driving Skill.......................[WORKING].......#14-03
14.4 Against a Human Player...........................[WORKING].......#14-04
14.5 IR Attack........................................[WORKING].......#14-05
15. GLOSSARY.............................................[WORKING].......#15-00
16. Q & A (FAQs).........................................................#16-00
17. CREDITS/ACKNOWLEDGEMENTS.............................................#17-00
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1 COPYRIGHT / CONTACT INFORMATION (#01-00)
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This document is copyright 2004 to Michael Man. This FAQ and guide is soly
intended for personal and pirate use. The publishing of this guide, including
but not limited to, on printed matters, or electronically storage, is strictly
prohibited. You may quote not more than 10% of this guide, given that you use
this guide for your own work, and having an appropriate citation at the end of
your work. The hosting of this FAQ is currently on my own website
(
http://www.blackhawk.s5.com), and on the GameFAQs (
http://www.gamefaqs.com)
website. If any webmasters would like to host this guide on your site, you
are required to obtain a permission from me by e-mailing me. Also, you must
keep your version of the FAQ up to date. The most updated version of this guide
can be found on the above two websites. If you would like to translate this
guide into any other langauge, including, but not limited to, Japanese, Korean,
Chinese, whether being traditional or simplified, you may do so only without
altering the original meaning of this guide, and it must be approved by me.
Any violation or failure to comply with the aforementioned terms will result
in severe legal penalties, and may be prosecuted to the furthest extent
under the federal law and international treaties. All characters, vehicles,
gameplay terms contained in this document are copyright of their respective
owners.
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Contact Information:
I would like to receive e-mails about this FAQ regarding to:
- Comments about this guide
- Ideas for improvements about this guide
- Additional information, whether about strategies or facts
- Pointing out the mistakes I have made
- Anything that you think it may help
Please send anything about the things listed above to the following address
[email protected]
I would hereby also put down the guidelines as well.
- Please prefix the e-mail with "[WMMT FAQ]" so that I know that this e-mail
is dedicated for the FAQ.
- Please make your e-mail readable. I am not going to credit anyone sending me
sending me things in strange gibberish or badly phrased things.
- Don't ask me to send you updated versions of my guide, because I won't
- The FAQ section is currently empty, so I will answer most of the questions
that you have sent me. However, once if the question, or in its relevant
way of asking it, has been answered, I will simply direct you to my guide.
- I accept e-mails in English, and answer the questions in English.
- If you are contributing to this guide, please leave me a line about your
name, since I will not disclose any e-mail addresses due to security reasons.
- Finally, be polite!
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2 UPDATE HISTORY (#02-00)
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2.1 Completed (#02-01)
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Version 0.1:
- Completed the contents, as well as the layout. Somehow I have got the layout
based on quite a lot of people's style.
- Wrote the copyright information.
- Decided the things to be covered.
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Version 0.2:
- Put up the game basics section (Chapter 5)
- Written some informations on the cars (Chapter 9)
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Version 0.3:
- Completed the Basics of Dynamic Handling (Chapter 6)
- Completed the Subaru section of the cars (Chapter 9.5)
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Version 0.4:
- Completed the Flying lap section--New Belt Line (Chapter 11). Originally
the data is based on a 700HP GDB.
- Added the JZA80 into the car listing (Chapter 9.2)
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Version 0.5
- Completed the Hidden Bosses chapter (Chapter 12)
- Decided to convert the entire flying lap section to be based on the
special car time attack. The new vehicle is the Devil Z. Part 12 converted.
- Added the preface of Flying Lap chapter (Chapter 12)
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Version 0.6
- Added the FC3S into Chapter 9
- Added the FD3S into Chapter 9
- Trimmed the Content Page, and implemented the Advanced Search 'bookmarks'.
- Completed the entire chapter 2.
- Decided to take out the section 6.4, the driving Psychology.
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Version 0.7
- Completed the Mazda section of Chapter 9 (9.1)
- Completed Chapter 9.4 (Mitsubishi section)
- Added 3 entries to chapter 9.3 (Nissan)
- Completed the Toyota Section
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Version 1.0
- Completed the vehicle listing (Chapter 9)
- Completed the Game walkthrough section 01-02
- Completed chapter 1
- Refined the contents
- Refined the chapter 6.3, added grip driving.
- Completed the listing of the tuning parts (Chapter 10)
- Completed chapter 12, hidden bosses
- Completed chapter 13, secrets
- Completed chapter 17, entries may be added though.
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Version 1.1
- Added the class B opponents (Chapter 8)
- Added the entires to the Gemballa cars (Chapter 9.6)
- Refined the ratings on different cars (Chapter 9)
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Version 1.2
- Corrected the technical details on the cars section
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Version 2.0
- Added the Chapter 14
- Refined the ratings on different cars and justified them (Chapter 9)
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Version 3.0
- Completed the Chapter 16 and the required translation
- Completed the re-work of Chapter 6.1
- Re-worked chapter 8
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Version 3.3
- Currently deleted the 'pacenotes' while trying for a faster record
- Further tweaked the rating on different cars. All were based on their
un-modified form i.e. 280HP/B
- Removed the Review and Battle Quotes Sections
- Finished the basic sections on circuit description.
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2.2 To be Completed (#02-02)
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[?] -- Started, to be finished
[x] -- Not yet started
[x] STORY
[?] TIME ATTACK--THE DRIVER'S VIEW
[x] C1 Inbound
[x] C1 Outbound
[x] New Belt Line (Counter-clockwise)
[x] New Belt Line (Clockwise)
[x] Metropolitan Highway
[x] SECRETS/TIPS
[x] Refining the Driving Skill
[x] Against a Human Player
[x] IR Attack
[x] Q & A (FAQs)
[x] CREDITS/ACKNOWLEDGEMENTS
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3 BACKGROUND (#03-00)
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I first started this game all the way back in June 2004. Being a total newbie
to this game, I was not doing too well until one of my friends, who also plays
this game a lot, had given me tips on it. It turned out to be true--partially,
anyway, that quite a lot of his knowledge, may suit my style of playing, and
even most of the players I had seen. As I started using a full-tuned machine
for the time attack, my time started to improve.
This had turned out to be the starting point of writing this FAQ. Gradually,
I had turned my passion of actually playing this driving game, into using text
to describe it (behind this reason--running out of money). As a result, I ended
up on the GameFAQs website, putting my motivation of time and speed into text,
with the sole purpose to share--and even motivate--other players to become
better (or at least to whomever needs it on GameFAQs). I hope you enjoy this
game, and finding this guide useful. I do not mean to boast, but to help, or
as somebody likes to say. "The greatest success in the world is to make
someone else achieve success." This, would be my objective of writing this
guide.
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4 STORY (#04-00)
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===============================================================================
I am not going to reveal any spoilers in the story for now. If you want to
know about the background, you can go find the amine with the same name.
Also, you may want to check out its sister work, called "Tokyo Capital
Challenge".
The game has no background story however. Basically, you have reached the
Tokyo Capital Highway to challenge the best of the best. To become better in
driving and racing, you need to have your car tuned up; it does not mean only
the power, but also the handling. Eventually, you will need all you have got--
the power, handling, as well as your own driving skill--to challenge the
legendary Wangan blue in midnight, the Devil Z.
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5 GAME BASICS (#05-00)
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5.1 Game Information (#05-01)
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_____________________________________________________________________________
/ Wangan Midnight Maximum Tune \
-------------------------------------------------------------------------------
| Game's Name: Wangan Midnight Maximum Tune |
| Created By: Namco Inc. |
| Game's Genre: Driving / Racing |
| Gaming Platform: Arcade |
| Year Released: 2004 |
| Memory Device: Tuning Card (Magnetic Card) |
| Players in the Game: 1 / 2 |
|_____________________________________________________________________________|
\_____________________________________________________________________________/
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5.2 Basics (#05-02)
<----------------------------------------------------------------------------->
1. Controls:
-------------------------------------------------------------------------------
- During menu selection:
* Steering wheel left : cursor left
* Steering wheel right: cursor right
* Brake pedal : cancel
* Gas pedal : confirm
* View change : toggles next page (data confirmation)
* Gear shift : cursor left / right / up / down (name entry)
* Buyin button : toggles next option (data confirmation)
- During game play (when you're driving):
* Steering wheel: Turning
* Brake pedal : Brake
* Gas pedal : Accelerate
* View change : Toggles 1st / 3rd person view
* Gear shift : Shift gears (only available in manual shift mode)
* Buyin button : Toggles accept / refuse vs mode (i.e. the other player
can challenge you or not)
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2. Saving your game:
-------------------------------------------------------------------------------
The arcade version of Wangan Midnight Maximum Tune (referred as WMT as follows)
features its very own save cards. It is a magnetic, train ticket-sized card
with ink printed on the card. It bares the information of your name, car, power
and the opponents you have raced (and won) so far. You can only buy a card
and save your data as soon as you have purchased the credit, and before you
actually start playing.
The card lasts for 50 games. Each time you insert the card into any game
machine for playing, you will automatically lose one game, but a continue
does not count towards it (which means that you will only lose a game if the
card is ejected). If you have played 50 games, you will be required
to update your card. Notice that you may still keep your old card and the data
will be transferred totally, meaning that you can still use the old (probably
your dream) car and its corresponding settings.
On the card, it will contain the following information. The below one acts as
a sample.
_____________________________________________________________________________
/ < IN T U N I N G C A R D \
|-----------------------------------------------------------------------------|
| ____________________________________ |
| / Name MIKE \ |
| | Model SUBARU IMPREZA | |
| | WRX STi [GDB] | |
| | Rank The Blue Comet | |
| | | |
| | HP 650 HP / G | |
| | CLASS C [*][*][*][*][*] | |
| | B [*][*][*][*][*] [*] | |
| | A [*][*][*][*][*] [#] | |
| | A+ [*][*][*][*][*] [O] | |
| | | |
| | Password ----------------- | |
| \____________________________________/ |
|_____________________________________________________________________________|
| Michiharu Kusunoki / Kodansha Ltd. All rights Reserved |
| 2003 NAMCO LTD., ALL RIGHTS RESERVED NAMCO |
\_____________________________________________________________________________/
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5.3 Decyphering the Card (#05-03)
<----------------------------------------------------------------------------->
More than what is written on the card, it also saves the CURRENT settings of
your car. This includes the colour, wheel selection, and the specific tunings
you have applied on your car.
So far I have seen 3 kinds of tuning card artworks.
1. Tatsuya Shima and his vehicle, Blackbird. It is in black with red stripes.
2. Akio Asakura and the legendary Devil Z. It is in white with blue stripes.
3. Reina Akinawa and her custom GT-R. It is in white with yellow stripes.
When you register your new card, the following informations are 'burnt' onto
it--and it comes forever. These are your name, anything lasts 5 characters,
and your chosen vehicle.
After those two comes your rank. If you don't play with other human opponents,
you will only get a messy X Class rank such as the N Class. However, as you
perform well in time attacks, win enough races and complete challenges alike,
your rank will change depending on the colour, route and number of wins you
have completed.
Every time you win a race in your first playthrough, you will collect enough
points to start a basic tuning. You can choose to tune up the power or the
handling of your vehicle. Such information is stored on your card, but you
won't see it. Instead, you will see the amount of horsepower and the handling
of the vehicle.
After the amount of horsepower comes the slash and some characters. These are
the handling assessment from the program. It can be HG, G, B, D and DG which
denotes high-grip, grip, balanced, drift and dangerous. This is about how you
will handle the car. I will come across this later.
The class denotes the current level of opponents you have defeated so far. Each
class is denoted by 5 small squares, each marking the corresponding opponent.
If you have defeated a particular opponent (say Harada, normally the 4th guy of
the C class), you will have a mark at the 4th square of the C class row.
The three seperate squares denotes the number of times you have completed the
Wangan quest. There are secret bosses that you can only get and try to beat by
repeatedly completing the game.
You can use the password to rank yourself over the Internet by typing it at the
Namco website (
http://www.namco.co.jp). As stated by Namco Inc., a 15 character
password is a mileage password (the amount of km you have driven) and a 17
character is a time attack password (the time you have used to complete a
circuit).
<----------------------------------------------------------------------------->
5.4 Gameplay (#05-04)
<----------------------------------------------------------------------------->
When compared with the previous release of Wangan midnight, this game has been
significantly changed. Rather than trying to depleting the opponent's HP (!!)
by leading him long enough, you will need to beat him Initial D / NFS
Underground style instead. This is to lead your opponent accross the finishing
line. The track that all of these events take place is a Japanese Metropolitan
Highway around Tokyo, Shinjuku and a regional airport, namely the C1 Line and
the New Belt Line.
Each time you complete a race against a computer opponent you will collect
points for tuning. When you tune your car, you can choose to tune up the
settings of the power, or the handling. Eventually, you will need everything
you have and the skills you have to outrun the legendary Devil Z, the machine
of the Wangan legend.
Apart from challenging the computer characters, you can choose to play the time
attack mode. This mode lets you to run through a particular section of the
highway. You can use this mode to polish up your driving skills and search for
the limit. In this mode, you can use your own vehicle, or play the special car
challenge. Special car challenge is similar to the normal mode, except you will
drive the Black Bird, The Devil Z or the Reina GT-R to complete a lap instead.
The game also supports two-player versus battle. When you decide to accept VS
gameplay and the other player challenges you, the race begins. Notice that the
HP handicap will be turned on by default so as to balance the gameplay. You can
turn it off along with your opponent by stepping on the brake pedal together.
You two will go all out instead, where the rear car will not gain any bonus in
speed.
===============================================================================
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6 THE THEORY OF SPEEDING (#06-00)
<----------------------------------------------------------------------------->
===============================================================================
<----------------------------------------------------------------------------->
6.1 Dynamic Handling (#06-01)
<----------------------------------------------------------------------------->
Driving fast is easy. Keep the pedal to the metal and the stick at the last
gear, and you will get to the top speed. However, the race track--or this time,
the highway--is comprised of not only straights, but also corners. As a result,
if you only aim for the top speed, you will end up spinning your car at the
first corner after the straight. It will also not help if you take the corners
too slowly--after all, to be fast on a track means that you must be fast on
both the straights as well as the corners, at the absolute maximum of your
limit. Thus, this chapter is dedicated to explain the theories of speeding.
To drive fast, there are a couple of things you should know.
1. Engine and gearbox--the straight line speed
2. Tyres--the mechanical grip to the track
3. Brakes--the speed they can take away before you enter a corner
4. Experience--the capibility of combining the things together, thus going fast
<----------------------------------------------------------------------------->
6.2 Engine and Gearbox--The Straight Line Speed (#06-02)
<----------------------------------------------------------------------------->
The engine is the powerplant. For every single point of power of the car, it
comes from the engine. As a result, to know how to get the maximum power, you
have to know about the behaviour of the engine first.
All car engines are fitted with a revolution limiter to prevent over-revving
the engine and breaking it down. This limiter usually kicks in at about 7000
to 9000 rpm, and it is independent to the speed and car. The actual place that
this limiter will interfere with the engine is at 1000 rpm down from the top
rev of the engine.
Taking an example of the Subaru Impreza WRX STi, which has the engine meter
ranging from 1000 to 9000. Usually, the limiter kicks in at 8000 rpm, and you
cannot squeeze the power beyond that point at higher gears.
The specification of most engines dictates that the maximum amount of power
the engine will yield is just before it reaches the rev limit. If we are
talking about 8000 rpm, you will usually get the most amount of power at
about 7600-8000. Around those values, it is called the "power peak".
After that comes the gearbox, and I have a strong emphasis of using manual
shifting rather than auto shifting, as this is the only way to go faster than
before. The automatic gearbox comes with significant delay to the red zone and
the power peak, thus missing the optimal shifting area, if not the point.
Generally, you should SHIFT UP as the engine rpm rises to the power
peak; and SHIFT DOWN as the engine rpm falls down too much. With turbocharged
engines, you know that the rpm falls too much when the turbo is not working
and the pressure is released. As a rule of thumb, keep the rev at the area
between 5000 and the power peak.
As a side note, in this game you should shift down after exiting a corner.
You will go faster that way.
<----------------------------------------------------------------------------->
6.3 Turning Around (#06-03)
<----------------------------------------------------------------------------->
Part two of the dynamic driving course is to learn how to turn in. In order to
do so, there are two styles of turning currently in use. One of those is the
grip styled turn in Formula One, the other one is the drift styled turn seen in
Rally Championships.
Incidentally, grip handling, as seen in most tarmac racing, is quicker than
powersliding a.k.a drifting. However, in order to clarify different methods of
driving, I will list them both.
<----------------------------------------------------------------------------->
6.3.1 Grip turning
<----------------------------------------------------------------------------->
Before you approach a corner, you will enter a braking zone. The size of the
braking zone varies from car to car, but mostly it will be the speed that
matters. After you have braked off enough speed, turn in. Maintain traction
throughout your actions, thus you should only give half power to the throttle
pedal.
As you turn in, make sure that your car touches the most inward point of the
corner, namely the apex. At all times, you must maintain your heading towards
the road. Only the sides of the car body would be close, yet NOT touching,
the apex. Since the apex would have concrete walls right next to it, touching
it means that you will lose quite a lot of speed.
Ease off the steering after you have touched the apex, as it was the slowest
point of the corner. Shift down now so that your engine can give a bigger push
to the vehicle and help you to get away from the corner quick. Accelerate as
described in the earlier chapters.
<----------------------------------------------------------------------------->
6.3.2 Powersliding
<----------------------------------------------------------------------------->
Powersliding, or as what people prefer to say as, 'drifting', is totally
another approach to the corner. This can help you to take a corner with a much
higher entry speed than grip turning is used to. However, during the cornering
you are essentially controlling the car at its grip limit. Think about it as
"controlling the car on a finite amount of oversteering".
To start a drift, brake very hard, then follow it with a slam at the throttle.
This will kill the traction and make the driving wheels (usually the rear
wheels) to start spinning. Do not shift down at this stage, since it will
increase the efficiency of the engine, and you don't want that until you are
out of the corner.
Now, turn in sharply. Your heading is not as important as grip turning, as the
general motion of the car will take over (thus, sliding). Try to hit the apex
while you are doing so.
Center the steering wheel once you have passed the apex of the corner. Also,
you should shift down and ease off the pedal in order to let the wheel to
regain traction. As the rpm meter dies down, gradually apply the power and let
the car exit the corner. Generally, use this method to turn when you are
facing the "red corners". Sometimes if you turn in too hard, you may need to
apply steering at the opposite direction i.e. counter-steering.
Be highly aware of burnouts as you do so. It happens when you throttle too
hard, and the tyre screeches at a very high-pitched noise. When such thing
happens, immeidately release the throttle to a lower setting.
===============================================================================
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<----------------------------------------------------------------------------->
7 GAME MODES (#07-00)
<----------------------------------------------------------------------------->
===============================================================================
Basically, there are three modes in this racing game, namely the story mode,
time-attack mode, and VS mode. The last one can only be toggled if you accept
challenges, and the other player actually challenges you.
Story mode:
Story mode is acutally the main mode of this game (and whatever not?). You will
need to play this mode three times through to clear it, and it is the only mode
that will earn you points to further tune up your car. See the tuning section
for further details about tuning up your car. You are also bound to encounter
the secret bosses in this mode, as well.
Your opponents in the story mode are actually divided into 4 classes--beginner,
intermediate, expert, and super A. Within a class, there will be four opponents
already ready for your challenge. You need to beat these four guys before the
class boss show up--he...or she...will show up as the last opponent that holds
the fifth slot of the class.
VS mode:
Only available in a peer-to-peer form (the player on the machine next to you
plays with you), the VS mode is actually where the challenge lies. To initiate
the challenge, simply say "yes" when the game prompts you. However, if you are
playing alone (or the other player refuses to play VS), that screen becomes
accept / refuse VS. The mechanism is literally the same.
Notice that the track is chosen by the host, not the challenger. However, the
challenger can pick the BGM he / she wishes to listen to, and the time of the
challenge i.e. day or night. Incidentally, the amount of traffic is same
regardless of the time.
Boost mode is on by default, and the car at the rear receives a power boost
in order to balance the gameplay, especially when there is a difference in
power. If both players wish to play a boost-off match, they must step, and hold
the brakes when the loading screen comes up. This turns off the boost function,
where both players receive no power bonus. In this case, the phrase
"Go All Out!" appears.
Time-attack mode:
Toggle this by choosing the time-attack mode in the main menu. This lets you
to perform a time trial on a selected track on the highway circuit--without
traffic, which means you have obviously less obstacles on the way, but no
excuse for you when you mess up.
You can choose between using your own car, or the legendary special machines
to challenge this highway course. Using your own car will be pretty
self-explaing--your own car. The special car challenge places you into the
cockpit of one of the following cars: Reina GT-R, Devil Z, and Blackbird. They
have different handling characteristics, and different tracks that will suit
them most. The "pace-notes" are posted at the later chapters.
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<----------------------------------------------------------------------------->
8 GAME WALKTHGOUGH (#08-00)
<----------------------------------------------------------------------------->
===============================================================================
Note: During the 3rd playthrough, you are required to race the entire length
of the highway to win instead. Incidentally, at those games your start point
is same as you will start a time-attack run. Also, the racers at the 3rd
playthrough are much harder than what you will expect--as a result, don't make
even the slightest mistakes. It may cost you your win. On the next update, I
will split the 3rd playthrough away from this chapter, since things had got
different..and way more difficult as said above.
<----------------------------------------------------------------------------->
8.1 C Class Rivals (#08-01)
<----------------------------------------------------------------------------->
"The appearance of the midnight blue of the Devil Z signifies the revival of
the Wangan Legend."
-------------------------------------------------------------------------------
Stage 1: VS Akio Asakura -- At first playthrough
Opponent's Information:
Name : Akio Asakura
Vehicle : Nissan Fairlady Z300SX [Z31]
Route : C1 Inbound B
Difficulty: *
Length : xx.x km
Strategy:
You need to take on "The Man of Wangan Highway" right at the first stage of
your gaming career. Brace yourself...but don't worry, you won't lose messily as
your opponent is only racing you at his half strength. Further more, you are
only racing his normal Fairlady, rather than the Devil Z. (Trust me, you can't
beat his Devil Z...yet)
You will be using an un-tuned car with not-so-good handling (to put it
lightly) to race with him. However, since your car lacks the power to run too
fast, you may as well try to flat out at this stage. Be careful though, you are
racing at daytime, and the road is laden with moderate amount of traffic, not
to mention that this circuit is sharp and narrow in highway context. At this
stage, you should be able to flat the medium corners easily, just remember to
shift down as you exit. Once you go through the hairpin left that brings you to
the middle section (you MUST BRAKE before turning in), you know that victory is
in sight.
-------------------------------------------------------------------------------
Stage 1: VS Gachan (Gen Sasaki) -- After first playthrough
Opponent's Information:
Name : Genoski
Vehicle : Toyota Celsior [UCF10]
Route : C1 Inbound B
Difficulty: *
Length : 11.8km
Strategy:
With Akio gone driving his Devil Z, this guy comes into play, but the previous
strategy still applies. The route is still the same, therefore, so should be
your strategy. With pure skill, you can already beat this guy. Take a look at
chapter 12 to know more about turns you want to know.
This race starts right after the first runway that ends with a sharp right
turn, which should give an idea where you are.
-------------------------------------------------------------------------------
Stage 2: VS Kochan (Takashi)
Opponent's Information:
Name : Takashi
Vehicle : Savanna RX-7 GT-X V-spec [FC3S]
Route : C1 Onbound A
Difficulty: **
Length : xx.xkm
Strategy:
The next guy looks like an Indian pal...with a funny haircut. Don't get me
wrong though, it does not mean that he is a Mr. Pushover. Anyway, you are going
to test your shiny, recently tuned vehicle and your driving skills against him.
I will suggest you to tune up the handling first if it is your first playthru,
as this arena is the tight and sharp C1 outbound, where sharp corners and
narrow roads really call for it. Even for the slightest turn, be prepared to
turn sharply in. There are a couple of corners where you can actually go flat
out, so use those chances wisely.
You are coming through the notorious middle section, the common section that
is shared by both the C1 and the New Belt this time...and for almost every
other races you are going to play. Anyway, keep your eyes open at that
section. You will come accross some walls that lies at the middle of the road,
which you must avoid it at all costs. Otherwise, you will crash into one of
those. The car will not break, but you will lose a lot of valuable seconds
recovering from the loss of speed (This equals a sudden halt). Finally, the
middle section is signified by a hairpin right turn with some white rumble
strips at the right side of the road. Once you go through that turn, you know
that you should now be cautious.
-------------------------------------------------------------------------------
Stage 3: VS Oki
Opponent's Information:
Name : Oki
Vehicle : Mazda RX-7 Type Bathrust [FD3S]
Route : New Belt Line (Clockwise) A
Difficulty: ***
Length : 12.6km
Strategy:
Like another opponent that you will come accross later, this guy has some
psychological problems to come over. Anyway, I suggest you to use this to your
advantage.
You should tune up the power of your car this time, since you will be driving
through some straight line sections of this circuit. As you would have
expected, you can further extend this advantage by driving a 6-speed car. Exit
the corners without crashing into anything, and you will beat him in no time.
By the way, take a look at the bridge that you will go through at the starting
area of this circuit. When at night, it will be filled with fireworks as you
drive by. Remember this area--you will come across at the very next stage, from
the opposite direction.
-------------------------------------------------------------------------------
Stage 4: VS Harada
Opponent's Information:
Name : Harada
Vehicle : Nissan Fairlady Z300SX Version R [Z31]
Route : New Belt Line (Counter-clockwise) A
Difficulty: ***
Length : 12.6km
Strategy:
If it is the first playthrough, you may notice that you are driving the other
half of the New Belt Line this time. Last time...when you are fighting Oki.
This guy is cocky, but he does have something to live up with that. He will
constantly try to block your overtaking move while trying his when he is at
your back--even this means pushing you away. Well, why don't you do the very
same on him?
This track requires a car with good balance and acceleration, but top speed is
not the primary concern. Other than the starting section, this track is mostly
straights and medium to sharp turns. You may need to brake off some speed
before entry, thus goes the acceleration. Your opponent is unfortunate enough
to pick "The ultimate speed" to achieve, which literally translates out that
his car has poor acceleration, but good top speed.
This is a day race, so you have to be aware of traffic. The traffic worsens as
you approach the bridge, where the finish line is located. After the left turn,
you will be on the bridge and the finish line is ahead of you--but so do the
traffic.
-------------------------------------------------------------------------------
Stage 5: VS Reina Akikawa -- At first playthrough
Opponent's Information:
Name : Reina Akikawa
Vehicle : Nissan GT-R V-Spec [BNR32]
Route : New Belt Line (Clockwise) C
Difficulty: *****
Length : 17.7km
Strategy:
This is also an one-time opponent. She will race you for fun this time, but she
will not be on this stage after the 1st playthrough. Rumours said that she had
gone chasing the Devil Z, which is the car you are going to catch a glipse of.
You start at the same start point where you will normally start your time
attack run. I'll suggest you to immediately start driving fast and cleanly exit
the right-left chicane in order to gain speed at the first straight, thus build
the distance up. As you gradually travel through the circuit at maximum speed,
be careful of the right hander that leads you into the main 4-lane speedway.
As Reina says that you two are at the legendary Wangan Line, you will see the
event of Devil Z being triggered. Keep the shifter at the place it should be,
and pedal on the metal as well...you are still in a race.
The Devil Z roars by, and you will immediately see how powerful 'she' actually
is. While she throws you and Reina at her back and storms past, don't worry
about it. Keep going past the straight section of the track, release the gas,
and shift down at the 120 and the 60 deg corners at the end of the track, then
further accelerate back. The end of the runway is located 800m behind the
medium right after the easy left, where you two will be heading north.
You can't beat the Devil Z for now if you have just gone through a couple of
stages of tuning. However, you will face her later properly.
Spoiler: It is entirely possible, though very hard, to beat the Devil Z at this
stage. However, it is hard, since you will need -almost- every single tuning
point available to you. And further more, as the car is not affected by the
boost, a mess up will cost you the chance, definitely. If you beat the Devil Z,
listen to Akio's comment--it's quite sacarstic indeed.
-------------------------------------------------------------------------------
Stage 5: VS Makoto Morishita--After first playthrough
Opponent's Information:
Name : Makoto Morishita
Vehicle : Subaru Impreza WRX [GC8]
Route : New Belt Line (Clockwise) C
Difficulty: *****
Length : 17.7km
Strategy:
Remember this route--during the first playthrough, most races start on it if
you two are racing on the New Belt Line. Right after the medium right-left, you
may really let loose your car and let her build up, this will definitely throw
your opponent off. However, be careful as you turn the medium right that lead
you down to the straight, as Miss Morishita will start to catch up. Depending
on the model of your car, you may lose the lead--briefly at this stage. Just
maintain the distance so that you will not be thrown off.
Right at the end of the New Belt Line South, you will be led away from the
highway and enters two sharp turns. You should aim to turn in early and build
up so that you will have a clean exit on both turns. Accelerate hard. There are
only two more turns to go, and the acceleration of your car will be sufficient
to overtake your opponent.
-------------------------------------------------------------------------------
<----------------------------------------------------------------------------->
8.2 B-class Rivals (#08-02)
<----------------------------------------------------------------------------->
"Unless you gain greater power, you will never overtake the target."
Note: Except stage 10, you are proving to the car tuners that you can actually
race by beating them.
-------------------------------------------------------------------------------
Stage 6: VS Kazuhiko Yamamoto
Opponent's Information:
Name : Kazuhiko Yamamoto
Vehicle : Subaru Impreza WRX STi [GDB]
Route : C1 Inbound B
Difficulty: ******
Length : 9.6km
Strategy:
You are now trying to be tough on this race, since the C1 Inbound is actually
the turf of the 4WD vehicles--which is represented by the Subaru. Be sensitve
on the steering wheel, and put the shifting on the 4th to 6th, provided that
you have one. Usually you can only keep chasing on the C1 belt until you hit
the middle section of the highway, where you can truly start the overtake game.
You must be particularly careful at the end of the track. The turns are quite
sharp, and and constantly line change means that the handling is imperative
over that area. Be cautious on the throttle so that you will not crash into
a traffic, as well. Since that difficult section is located almost at the end
of the track, one mistake, and you may not recover from it.
-------------------------------------------------------------------------------
Stage 7: VS Kazuo Ota
Opponent's Information:
Name : Kazuo Ota
Vehicle : Mazda RX-7 Type R Bathrust [FD3S]
Route : C1 Outbound B
Difficulty: ******
Length : 9.6km
Strategy:
Another legendary car tuner you need to beat, though, this car may be a bit
more easy to win against. This all depends on your driving style, and the
tuning you have gone over so far. The track is slightly larger than the C1
inbound...and you can give a higher amount of speed to it. Anyway, the more
important aspect is to maintain traction after corners, and have a good
handling on the car.
The race starts after the tunnel after the second sector, where you two have
passed a tightening right-hander. Follow him until you have hit the concrete-
like section that is bumpy, then you can really start the chase. After that
comes the central belt section, where you should aim to maintain your lead.
As you rejoin the C1 belt, you will be confronted by two medium S-turns. If
you can hold him off after passing him, you know that the victory is in sight.
-------------------------------------------------------------------------------</pre><pre id="faqspan-2">
Stage 8: VS RGO Yamanaka
Opponent's Information:
Name : RGO Yamanaka
Vehicle : Nissan Silvia Spec R [S15]
Route : New Belt Line clockwise, sector A
Difficulty: *****
Length : 12.6km (To be confirmed)
Strategy:
You are racing him with the route exactly the same as Oki, and this time is
the daytime race. Race as usual, but be aware the left-right chicane after the
exit from the bridge, as there is a convoy of three heavy trucks. You may want
to brake harder than usual to prevent yourself from smashing into those trucks.
After that part you will hit the central belt highway. Maintain cautious once
you are close to the pillars between the road. Smash into one of them, and you
may find yourself unable to recover from them. You can gradually increase the
power after the right hairpin after the upward slope at the end of the pillar
sections.
You are almost home free after two right-left chicanes. At the last chicane,
turn in early with a lower speed so that you can get a clean exit and a faster
speed, hitting the finish line quicker than him.
-------------------------------------------------------------------------------
Stage 9: VS Gen Goto
Opponent's Information:
Name : Gen Goto
Vehicle : Nissan Skyline GT-R II [R34]
Route : New Belt Line counter-clockwise, sector A
Difficulty: *****
Length : 14.4km (To be confirmed)
Strategy:
The same route that you have raced Harada before. You may find that the
strategy that you have used against him working as well in this scenario.
However, this time you should not bump into him, as his car is quite durable
against crashes.
Maintain the lead after the final km, where a left-hander will lead you to
the bridge. Flat out over those areas, remember to shift down, and then you
will have a way less severe headache against him.
-------------------------------------------------------------------------------
Stage 10: VS R200 Club
Opponents' Information:
Name : CCR, Japan (1st round, 9.8km), and Sodona (2nd round, 7.9km)
Vehicle : Nissan Skyline GT-R V-spec [BCNR33] x 3
Route : New Belt Line (Clockwise) C
Difficulty: *******
Length : 9.8 + 7.9km
Strategy:
This race starts at the place where you are re-joining the New Belt Line at the
North part, just after the hairpin right. Right after the start, drift wide to
the right side of the highway and leave the circuit temporary. You will climb
up the connection route after the left medium turn. Turn right and re-join the
circuit. You will see that you are starting to pressurize these guys as your
speed builds up. Your opponents are running with a five-shifter 4WD, which can
be easily beaten on a highway that features straights more than anything else.
CCR and Japan had picked the wrong party to crash. Anyway, after the medium
right-left chicane at the first part of the race, you will come to a straight
section that allows your car to run at its full speed. Besides, the downward
slope lets you to run way faster than your opponents. Just don't crash onto
any traffic. As you hit the 4-lane highway, the first stage comes to an end. I
hope that you have won this relatively easier part...
These two guys get angry after you have beaten them, and decide to call out
their better pal, Sonoda in his white car. This will be the next opponent you
need to beat (within the same credit). As what you are going to see at the time
attack section, you know that this section of the highway is going to be
totally straights until the exchange line.
The two hairpins at the end of the Southern New Belt Line ends as you go into
the exchanging line, braking extremely hard down to 4th for the 120 turn, then
go through the 60-deg turn that leads you back on the highway. The other
section that allows fast run comes up. If you are following him, take this
chance to seize the lead. From there, it is just one more easy left and a
medium right before the finish line.
-------------------------------------------------------------------------------
<----------------------------------------------------------------------------->
8.3 A class Rivals (#08-03)
<----------------------------------------------------------------------------->
"Rush to the place, rush to the stage of speed!"
-------------------------------------------------------------------------------
Stage 11 - Keiichiro Aizawa
Opponents' Information:
Name : Keiichiro Aizawa
Vehicle : Toyota Supra Turbo [JZA80]
Route : C1 Outbound
Difficulty: ********
Length : 8.7km
Strategy:
You are racing the car with a top draw in terms of acceleration on the track
that is its home turf. You may get a hard time at here. However, my own
experience suggests that at the central belt highway he is highly valunerble
to passing, and you should put your overtaking move up at there. The race
starts just after the 1st tunnel at the C1 outbound, where you can build up
your speed quite comfortably.
Before the finish line is the tunnel, where you want (and must) stay away from
the left side despite it's the side with the apex. If you stick to that side,
chances are, you may bump into a trap, significantly removing all the speed
you have, thus your chance to win.
-------------------------------------------------------------------------------
Stage 12 - Tomoya
Opponents' Information:
Name : Tomoya
Vehicle : Nissan Skyline GT-R [R32]
Route : New Belt Line counter-clockwise, sector B
Difficulty: ********
Length : 9.8 + 7.9km
Strategy:
This guy do know how to drive, and there isn't any drag-strip that allows
you to pull away quickly. However, at the cornering sectors you may be able to
fend off him, or overtake him. More than not, this happens during the race
through the central belt line. The race also ends on the bridge.
-------------------------------------------------------------------------------
Stage 13 - Koichi Kijaka
Opponents' Information:
Name : Koichi Kijaka
Vehicle : Mazda Savanna RX-7 GTX [FC3S]
Route : C1 Inbound B
Difficulty: ********
Length : km
Strategy:
Same region with the Supra, but this time it's definitely harder. The turns
are sharper in this course, and this guy knows quite some dirty tricks.
When you are pulling alongside him, be careful that he may smash his car into
yours. You may want to counter with this action from you instead.
Literally, the final move for an overtake is the short straight before hitting
the central belt highway. Take your time, but be aware of the oncoming traffic.
-------------------------------------------------------------------------------
Stage 14 - Koichiro Hiramoto
Opponents' Information:
Name : Koichiro Hiramoto
Vehicle : Nissan Skyline GT-R [BNR32]
Route : New Belt Line clockwise, sector A
Difficulty: ********
Length : 10.6km
Strategy:
This guy claims to have a bit of psychological problem to overcome, but you
should never believe it. Nonetheless, at the final straight, you must keep the
speed so that you can stand a chance to win him.
The race starts at the northern-most corner of the highway, and you must remain
cautious until you hit the medium right-hander that leads you down to the
main straight, where the drama starts. Before that, chances are, you have
already passed him.
The main straight of the Wangan Line is also called the "drag strip" among
other players, and this huge, 6-kilometer in length, straight is essentially
one. You two may exchange the leads for quite a while until the end.
-------------------------------------------------------------------------------
Stage 15 - Maki Kamiya & Eiji Kamiya
Opponents' Information:
Name : Maki Kamiya / Eiji Kamiya
Vehicle : Mitsubishi Lancer Evo VI GSR [CN9A]
Route : New Belt Line Clockwise B
Difficulty: ********
Length : 15.6km
Strategy:
This battle is quite tough in my opinion, especially these Lancers are really
hard in the battle, and it will be a struggle to fight yourway out if any of
them is blocking your path. Needless to say, these guys are way more aggressive
than the opponents you have faced to date before.
While you can seize (and maintain) the lead right after the start, chances are,
you will probably lose it when it comes to that 6km+ straight that you can only
find at the New Belt Line (clockwise) section. Maki's top speed is probably
higher than you, so that he may simply overtake you and continue to build up
his lead. Fortunately, he won't get away over 5 metres provided that you don't
crash. (And thanks to the boost)
This pair of brothers brakes quite hard after the elevation and the two sharp
right-handers. If you have got your lead back, you can pretty feel secure, as
the victory is almost yours. However, if you can't overtake him at there,
things can get quite difficult onwards. There are a couple of medium straights
before the finish where you can try to overtake, but the narrow track can
nullify your advantage.
<----------------------------------------------------------------------------->
8.4 A+ class Rivals (#08-04)
<----------------------------------------------------------------------------->
"There is a place in the world that you can only understand once you have
reached the limit."
-------------------------------------------------------------------------------
Stage 16 - Tatsuya Shima
Opponents' Information:
Name : Tatsuya Shima
Vehicle : Nissan Fairlady Version S[Blackbird]
Route : C1 Outbound B
Difficulty: ********
Length : 11.6km
Strategy:
First time you gotta race someone in a special car...and this is not an easy
race, since his car is already fast enough.
Notice that at the third playthrough, you almost have no room for mistake.
Take a corner too wide or losing too much speed, the race's half over--with
you on the losing end.
The race starts at the right-hander just before the tunnel. Just follow the
track over the C1 belt, be extra cautious over the bumpy section at the end of
the C1 belt, where you are at the northern sector. Especially if you are not
careful, you may find yourself crash into the barrier, since you have no
control over the car when some of its wheels are in the air, and the inertia
is quite high. Once you have entered the central belt highway, start your
overtaking move.
After the tunnel at the end of the central belt comes a medium left-right.
Release the throttle as you pass through, or you may run wide, leaving you
valunerable. After that, just follow the track back home.
-------------------------------------------------------------------------------
Stage 17 - Masaki
Opponents' Information:
Name : Masaki
Vehicle : Mazda RX-7 Type R [FD3S]
Route : C1 Inbound A
Difficulty: ********
Length : 8.6km
Strategy:
The same track as the Akio race, but this guy is way faster than Akio that you
have beaten before. Nonetheless, the usual strategy pays off as you race at
here.
Two points that worth noting is the beginning and the end. The beginning of the
race places you on a highly bumpy section of C1 inbound belt, therefore you
should be cautious over corners, release the throttle if necessary. At certain
corners you have to forget the out-in-out strategy, but to keep your car to
the inside of the corner to avoid traffic.
Towards the end of the track comes a blind left-hand hairpin that goes
down-slope. Try to go through the corner smoothly by braking early, where you
should start braking at the end of the upward straight. Shift down two gears,
powerslide through the corner and you will be find. After that, it will be
another left-right chicane before you hit the finish line.
-------------------------------------------------------------------------------
Stage 18 - Takayuki Kuroki
Opponents' Information:
Name : Takayuki Kuroki
Vehicle : Nissan Skyline GT-R V-Spec [BCNR33]
Route : New Belt Line clockwise, sector A
Difficulty: ********
Length : 10.6km
Strategy:
Let loose the power! Delibrately run wide to enter the right side of the
entry-way as you start off. Once you have hit the new belt line, be
slightly cautious over the throttle. There will be two chicane turns waiting
up ahead, then a shorter straight. Initiate the overtaking move there.
Once you have hit the longest straight (a 4-lane straight that forms the
particular feature of this track), let loose the power on your vehicle. Your
opponent may exchange the position with you for a couple of times on this
straight, but if you are leading when you hit the tunnel, you are almost
done and won.
-------------------------------------------------------------------------------
Stage 19 - Reina Akikawa
Opponents' Information:
Name : Reina Akikawa
Vehicle : Nissan Skyline GT-R [BNR32]
Route : New Belt Line counter-clockwise B
Difficulty: **********
Length : 13.8km
Strategy:
The route that you have finished Harada off long ago. However, Reina is way
more serious now, and so is her vehicle. You may need to chase for more than
two kilometers before you can catch up, where the drama will start.
The central belt highway is actually the challenge! Not only you will need to
have total concentration to dodge the traps, lane dividers and traffic, but
also keep an eye on her white GT-R, this time being solely modified to suit
her racing style. Chances are, you are going to lose the lead for this time.
Take back the lead once you have cleared the central belt section. As you race
towards the bridge, you should aim to build a comfortable lead that at least
lasts for 20 meters. Pass the medium left and hit the finish line.
On the third playthrough, you will need to continue after bridge. Be highly
aware of the traffic, and keep your cornering clean. Once you hit the 4-lane
Wangan line, the finish line is ahead.
-------------------------------------------------------------------------------
Stage 20: Final Battle
Opponent's Information:
Name : ???
Vehicle : ???
Route : Metropolitan Highway (Complete)
Difficulty: ***********
Length : 12.6 + 25.4km
Strategy:
When the loading screen shows up it says that you are racing with Mr. Shima,
but this race is, actually, the final test to see if you have lived yourself up
to the standard of a Wangan racer. At the second part of the race, you are
racing with not one, but two opponents, with the second one being Akio Asakura,
driving the Devil Z.
The first part of the race is right exactly like the New Belt Line section B,
with the exception that you will go straight instead of turning left (towards
the central section). Since you have raced the other opponents to come this
far, I'm not going to tell you again on how you drive. In fact, this route
should look familiar to you due to the numerous race duels you have made.
However, I will talk about the final km, where you will come across two new
corners before the end. It is a double apex left, with the second one slightly
tightens up. While the guide suggests that you should be cautious, a flat-in
with maximum lock will get the job done. You must finish, and win the first
part of the race in order to challenge the Devil Z.
Be warned: Shima's new Fairlady is very, very fast that he will throw you away
for at least the first half of the race distance. Keep your brain cool and
your car from crashing, and gradually you will start to catch up with the car.
Once you have taken up the lead, maintain it and prevent him from overtaking
you back.
Akio comes up after the race in his Devil Z, waiting for a challenge. When the
second round starts, you three will be on the C1 inbound direction. Be cautious
until you enter the middle section of the highway--signified by a hairpin left.
The turns and the road are sharp, and tight at the C1 area, which means that
you should generally be aware, and turn in sharply as well. You may as well
need to sacrifice some of the exit speed to avoid crashing into barriers. On
the other hand, you must be aggreesive so as to keep the distance with your
opponents, yet to be careful not to hit any traffic. While you can try to
overtake your opponents, following them closely will usually be sufficient.
Pass the middle section brings you onto the New Belt Line. You will be going
through the sector C. You may refer to stage 10 for the actual strategy. Be
extremely cautious at the final stage of this race, where you three are on the
straight. Your opponents will try their best to block you, even this means that
they will push you off the road or onto an obstacle. However, as long as you
can maintain the lead, it should not be too difficult. Win this race to
complete the playthrough. Enjoy this race--it is one of the few races that will
pump your heart out, excluding the hidden bosses.
===============================================================================
Additional Section: Walkthrough of the 3rd playthrough
There are certain changes on the third playtrough. First, you have to race the
entire length of the track, which is same as listed in the time attack section.
This also includes the start and finish point. As a result, a good time-attack
run helps substantially at here.
The opponent's vehicle are tuned at his / her limit as well. This does not only
mean the power, but also the handling. You will require a perfect line entry
and speed to maintain the lead, especially at the final stage of the race.
Finally, don't expect mercy at here--your opponent will do whatever he / she
can to stop you from overtaking, even shoving you into a car or wall with an
amazingly high chance of success!
An additional attribute appears in the opponent's information, it is the
recommended setup (settings). You have already got 4 points of varible tuning
at start, and 1 point more for every 5 wins. You can freely assign these
points to create an optimized setup for a round, but at the cost of a further
wastage of the card life. By default, I will take on the opponents one by
one without jumping the class unless required.
Certain battles are so hard that they earn the difficulty with 5/5 (nightmare)
listed on. Expect an odd of win at about 20% on a first go. If you are aiming
for some hollow stars, good luck. You are going to need it.
<----------------------------------------------------------------------------->
8.5 C Class Rivals (#08-05)
<----------------------------------------------------------------------------->
-------------------------------------------------------------------------------
Stage 1: VS Gachan (Gen Sasaki)
Opponent's Information:
Name : Genoski
Vehicle : Toyota Celsior [UCF10]
Route : C1 Inbound
Settings : 2p + 2h (4)
Difficulty: 1 / 5 (Easy)
Length : 13.7km
Strategy:
Still this guy that drives a 4-speed piece of crap. With appropriate caution
and a clean line, you should have no problems sending him back packing.
This car has a hard time climbing hills, giving you a good chance of overtaking
at the end of the Central Belt Highway. For the remainder of the track, just
don't drift too hard and not crash into anything, you will win in no time.
-------------------------------------------------------------------------------
Stage 2: VS Kochan (Takashi)
Opponent's Information:
Name : Takashi
Vehicle : Savanna RX-7 GT-X V-spec [FC3S]
Route : C1 Outbound
Settings : 2p+ 2h (4)
Difficulty: 2 / 5 (Intermediate)
Length : 13.9km
Strategy:
This FC has improved for quite a lot. It's way more durable than before,
meaning that he has a high odd of success if he wants to play wild. However,
his car has a lower top speed, which means that at the longer straight you
will have no time to pass him. Just make sure that you don't crash at the
last two kilometers.
-------------------------------------------------------------------------------
Stage 3: VS Oki
Opponent's Information:
Name : Oki
Vehicle : Mazda RX-7 Type Bathrust [FD3S]
Route : New Belt Line (Clockwise)
Settings : 3p + 1h (4)
Difficulty: 1 / 5 (Easy)
Length : 25.4km
Strategy:
His FD is tuned to the maximum, but he still runs wide. Provided that you don't
crash into the lane dividers (also called the "walls of death"), you should
be able to seize the lead at the southern turn-in point and keep it to the
finish. If you're using 650HP, the difference can be as much as 30 meters.
You may want to set your car to a 700HP / D setup (4 power, 0 handling), but
then your car will probably slide everywhere at the final chicane before the
finish line. This may simply cost your win. If you want to play the power
games, use 680 / D instead. Be warned, never, EVER hit the lane dividers. If
you do, you've essentially lost.
-------------------------------------------------------------------------------
Stage 4: VS Harada
Opponent's Information:
Name : Harada
Vehicle : Nissan Fairlady Z300SX Version R [Z31]
Route : New Belt Line (Counter-clockwise)
Settings : 2p + 2h (4)
Difficulty: 2 / 5 (Intermediate)
Length : 19.7km
Strategy:
The third game with this guy comes together with some blocking skills from
him, but it shouldn't be too hard to perform an overtaking manouver to him.
Just make sure that you don't crash into anything at the final turn and make
a clean exit, then you will win.
-------------------------------------------------------------------------------
Stage 5: VS Makoto Morishita
Opponent's Information:
Name : Makoto Morishita
Vehicle : Subaru Impreza WRX [GC8]
Route : New Belt Line (Clockwise)
Settings : 3p + 1h (4)
Difficulty: 3 / 5 (Decent)
Length : 25.4km
Strategy:
You may notice the huge, long, wide straight that features the longer version
of the New Belt Line already. While this place is great for testing the top
speed, it is not recommended on this round.
Makoto's car comes with a high level of durability, which is the thing that
you should aim for as well. Also, as the track ends after a right-left medium
chicane, you should get some handling points as well. In fact, if you run wide
at that stage, you will certainly lose. Fortunately, the chicane will be lack
of traffic throughout, giving you a chance to shoot for a clean exit. You can
even trail her for most part of the race, just aim for an overtake at the last
chicane, as I have tried before.
Even it means losing speed, try to stick to the inside line when you exit the
final corner. This way, she will have a harder time to overtake you.
-------------------------------------------------------------------------------
<----------------------------------------------------------------------------->
8.6 B-class Rivals (#08-06)
<----------------------------------------------------------------------------->
"Unless you gain greater power, you will never overtake the target."
Note: Except stage 10, you are proving to the car tuners that you can actually
race by beating them.
-------------------------------------------------------------------------------
Stage 6: VS Kazuhiko Yamamoto
Opponent's Information:
Name : Kazuhiko Yamamoto
Vehicle : Subaru Impreza WRX STi [GDB]
Route : C1 Inbound
Settings : 2p + 3h (5)
Difficulty: 3 / 5 (Decent)
Length : 13.7km
Strategy:
A first shot win is hard to achieve on this round, but it is possible, and
can be done. If you are following my recommendation on the car settings, you
have to release the gas over certain turns at the final stages of the race,
as your car is faster than before. Just be sure that you don't mess up and
crash--you can't pay the cost.
-------------------------------------------------------------------------------
Stage 7: VS Kazuo Ota
Opponent's Information:
Name : Kazuo Ota
Vehicle : Mazda RX-7 Type R Bathrust [FD3S]
Route : C1 Outbound
Settings : 2p + 3h (5)
Difficulty: 5 / 5 (Nightmare)
Length : 13.8km
Strategy:
Normally a RX-7 FD is not too hard to beat, but this time, given that his car
is durable enough to block you efficiently, you will have a hard time to play.
Try not to bother passing with traffic on one side and you two are on the
other, since you will probably get shoved and lose a lot of speed.
The optimal place of passing is the right sharp turn that leads you back to the
C1 belt. Your opponent will go into a hard drift, giving you a high chance of
passing provided that you are careful enough. If you can hold him off for the
final km or two, you win.
-------------------------------------------------------------------------------
Stage 8: VS RGO Yamanaka
Opponent's Information:
Name : RGO Yamanaka
Vehicle : Nissan Silvia Spec R [S15]
Route : New Belt Line clockwise
Settings : 3p + 2h (5)
Difficulty: 3 / 5 (Decent)
Length : 25.4km
Strategy:
Don't expect that you can overtake him for the first part of the track, since
this guy is quite fast, so is his Silvia. However, as his car is quite drifty
around corners, you can aim for a chance to seize the lead. At the last
chicane, if you don't crash, you will win corfortably.
-------------------------------------------------------------------------------
Stage 9: VS Gen Goto
Opponent's Information:
Name : Gen Goto
Vehicle : Nissan Skyline GT-R II [R34]
Route : New Belt Line counter-clockwise
Settings : 4p + 1h (5)
Difficulty: 4 / 5 (Hard)
Length : 19.7km
Strategy:
If you hadn't got the lesson before, now it is time to let you learn that
"never underestimate a Skyline". His car is very fast, and the handling remains
tight even during the sharpest corner. A 730HP / DG setup makes you outrun him,
but you have a high odd of screwing up at corners. A 700HP / D setup balances
it a bit, yet let you to maintain a comfortable lead at most of the times.
If you keep using 680HP, it will be very close, and you may be out of your
power at the final straight.
-------------------------------------------------------------------------------
Stage 10: VS Ghost Squad
Opponents' Information:
Name : Pinky, Clyde (1st round), Inky (2nd round)
Vehicle : ???
Route : New Belt Line (Clockwise)
Settings : 4p + 2h (6)
Difficulty: 5 / 5 (Nightmare)
Length : 9.8 + 15.6km
Strategy:
There are certain reasons that these guys are tough. Pinky and Clyde are easy
preys for seasoned racers, but Inky will probably give you some headache even
if you are careful. Always be careful when you get beside him, as he will
constantly try to push you into a wall if you do so. Given that his car is
highly durable, he has an amazingly high chance of sucess. Worse still, he
barely loses speed around corners at all.
The vital point of success is to enter the final chicane first, and a clean
exit. If you don't crash into anything nor lose too much speed, you can win
the game easily.
-------------------------------------------------------------------------------
<----------------------------------------------------------------------------->
8.7 A class Rivals (#08-07)
<----------------------------------------------------------------------------->
"Rush to the place, rush to the stage of speed!"
-------------------------------------------------------------------------------
Stage 11 - Keiichiro Aizawa
Opponents' Information:
Name : Keiichiro Aizawa
Vehicle : Toyota Supra Turbo [JZA80]
Route : C1 Outbound
Settings : 3p + 3h (6)
Difficulty: 4 / 5 (Hard)
Length : 13.8km
Strategy:
This driver is not as aggressive as the others you have faced before, so you
can have a little breather. However, his car is the best vehicle in terms of
time attack, so you should expect that it's fast, and grippy as well. Just make
sure that you seize the lead after the final section of the Central Belt
tunnel. Otherwise, your chance of winning diminishes significantly.
-------------------------------------------------------------------------------
Stage 12 - Tomoya
Opponents' Information:
Name : Tomoya
Vehicle : Nissan Skyline GT-R [BNR32]
Route : New Belt Line counter-clockwise
Settings : 5p + 1h (6)
Difficulty: 4 / 5 (Hard)
Length : 19.7km
Strategy:
When an R32 is tuned for speed, it can blow past almost every car. Glad that
there aren't many drag strips, or you may simply have no chance of winning.
You should be getting used to the dangerous setup by now, if you want to make
a good timed run. However, if you are less confident, a 700HP / D setup is
still sufficient. It will be a close race that way, but you should not be
losing.
-------------------------------------------------------------------------------
Stage 13 - Koichi Kijaka
Opponents' Information:
Name : Koichi Kijaka
Vehicle : Mazda Savanna RX-7 GTX [FC3S]
Route : C1 Inbound
Settings : 3p + 3h (6)
Difficulty: 5 / 5 (Nightmare)
Length : 13.7km
Strategy:
A twisty, narrow track + a dirty driver = a deadly combination. The only
overtaking point is the 6-lane uphill drive, and you better seize the chance
without making a hard drift afterwards. Be deadly sure that you don't crash
into anything at the bumpy section at the last part.
-------------------------------------------------------------------------------
Stage 14 - Koichiro Hiramoto
Opponents' Information:
Name : Koichiro Hiramoto
Vehicle : Nissan Skyline GT-R [BNR32]
Route : New Belt Line clockwise
Settings : 4p + 2h (6)
Difficulty: 4 / 5 (Hard)
Length : 25.4km
Strategy:
This guy starts off quite slowly, and lets you to take the lead without much
standing a fight. However, he will, and is going to, make his comeback. Based
on my experience, this usually happens when you hit the tunnel (about 5.0 km
left to go). Since his car is quite capable of blocking your attacks, you
shouldn't try blocking too much at this stage, but it is doable.
Your boost is not as powerful as his, so don't try to play his trick on him.
Instead, concentrate on a final corner takeover.
-------------------------------------------------------------------------------
Stage 15 - Maki Kamiya & Eiji Kamiya
Opponents' Information:
Name : Maki Kamiya / Eiji Kamiya
Vehicle : Mitsubishi Lancer Evo VI GSR [CN9A]
Route : New Belt Line Clockwise
Settings : 4p + 2h (6)
Difficulty: 5 / 5 (Nightmare)
Length : 25.4km
Strategy:
A normal race, much like the last round. The action also starts when you
three hit the Central Belt, only this time it will be tougher. Exit clean at
the final turn, and you will make it.
This battle marks the differnece between the street wannabes and the racers of
the Super A tier. I sincerely suggest that you beat the opponents you have
faced so far and get Kitami's third tuning point before venturing into the
final five rounds.
<----------------------------------------------------------------------------->
8.8 A+ class Rivals (#08-08)
<----------------------------------------------------------------------------->
"There is a place in the world that you can only understand once you have
reached the limit."
-------------------------------------------------------------------------------
Stage 16 - Tatsuya Shima
Opponents' Information:
Name : Tatsuya Shima
Vehicle : Nissan Fairlady Version S[Blackbird]
Route : C1 Outbound B
Settings : 3p + 4h (7)
Difficulty: 5 / 5 (Nightmare)
Length : 13.8km
Strategy:
If there's anything worse than death, racing this guy would be it. Not only
being a special car, it is also at the limit of its capability. As a result,
this race presents the hardest challenge apart from the ultimate round. Not
much suggestion I can make at here, except being more cautious than you should
be, and race hard.
You may need to go slower than normal during certain corners in order to
avoid crashing into barriers or cars. If you crash into any truck, the battle
is lost.
-------------------------------------------------------------------------------
Stage 17 - Masaki
Opponents' Information:
Name : Masaki
Vehicle : Mazda RX-7 Type R [FD3S]
Route : C1 Inbound
Settings : 3p + 4h (7)
Difficulty: 4 / 5 (Hard)
Length : 13.7km
Strategy:
Short straight, tight turns, a cocky opponent with a car that excels at
acceleration...you're in trouble, man. Never fight him with a high grip
setting, as you will be lack of speed to overtake him. A 680HP / B setup should
do the trick most of the time.
-------------------------------------------------------------------------------
Stage 18 - Takayuki Kuroki
Opponents' Information:
Name : Takayuki Kuroki
Vehicle : Nissan Skyline GT-R V-Spec [BCNR33]
Route : New Belt Line clockwise
Settings : 4p + 3h / 5p + 2h (7)
Difficulty: 5 / 5 (Nightmare)
Length : 25.4km
Strategy:
This guy's R33 would be tuned to its limit, and amazingly fast at the
straights. As a result, only bother overtaking him before hitting the right-
left chicane at the final km. If you succeed, it's done.
-------------------------------------------------------------------------------
Stage 19 - Reina Akikawa
Opponents' Information:
Name : Reina Akikawa
Vehicle : Nissan Skyline GT-R [BNR32]
Route : New Belt Line counter-clockwise
Settings : 5p + 2h (7)
Difficulty: 4 / 5 (Hard)
Length : 19.7km
Strategy:
Her car is a powerhouse now. More often than not she will be leading. However,
if you do thing correctly, it should not be a problem to pass her. Probably
this win is not something that you will appreciate for now, anyway.
-------------------------------------------------------------------------------
Stage 20: The battle of the Legends
Opponent's Information:
Name : ???
Vehicle : ???
Route : Metropolitan Highway (Complete)
Settings : 5p + 2h (7)
Difficulty: 5 / 5 (Nightmare)
Length : 12.6 + 25.4km
Strategy:
This is it. You have marched a long road to become the overlord of the highway,
and this is the final obstacle between you and the finish. Even Taz and Akio
had gone...gone for good, who is going to take the place, and accept your
challenge?
A normal guy, a normal vehicle...an ordinary road car that you may simply
ignore, but the car, along with its driver, is accepting your challenge...
Part 1: Blinky (Namco Van)
Attempting to avenge the loss of the ghost team you have beaten before, Blinky
comes first, and tries to whip your ass. The exceptional height of his car
means that he will obscure your vision if you get too close, and this can be
a very nasty surprise when he change lanes. If you keep your distance and
race hard, you will have a hard time, but not anything you hand't see before.
Part 2: Blinky and Pac Man (Both Namco Van)
The next part of the race starts at the C1 inbound. Be cautious so that you
can maintain the distance closely behind your opponents. Gradually, Blinky
will back off for his mechanical issues, leaving you and Pac Man for an
one-on-one shootout. Live should be easier once you have hit the New Belt Line
towards the middle of the course. Once you three hits the main straight, it
gradually becomes a drag race. If you can block both opponents' attacks inside
the tunnel, you will win. The finish is located just outside the tunnel exit.
Good luck conquering these guys, you will need it.
===============================================================================
===============================================================================
<----------------------------------------------------------------------------->
9 VEHICLE LISTING (#09-00)
<----------------------------------------------------------------------------->
===============================================================================
Note: The ratings shown below are personal opinions only. They may not reflect
the actual behaviour of the vehicle.
<----------------------------------------------------------------------------->
9.1 Mazda (#09-01)
<----------------------------------------------------------------------------->
Mazda RX-7 Type R Bathrust [FD3S]
Engine: 654cc x 2 13B-REW rotary engine, twin turbo
Transmission: 5-speed FD
Acceleration: 6.5/10
Cornering : 7.5/10
Max speed : 7.5/10
Handling : 7.0/10
Power : 280HP
Description: A well balanced car that almost suits any kind of situation, RX-7
can be your true dream babe, or a piece of crap depending on your driving
style. This car gains speed quite quickly, but it can easily get maxed out,
leaving you dry heaving on long straights. Being a good car to use, this car is
actually one of the favourites among the drivers.
-------------------------------------------------------------------------------
Mazda Savanna RX-7 GT-X [FC3S]
Engine: 654cc x 2 13B-REW rotary engine, turbocharged
Transmission: 5-speed FD
Acceleration: 7.5/10
Cornering : 8.0/10
Max speed : 6.5/10
Handling : 7.0/10
Power : 205HP
Description : A previous version of RX-7, but only equipped with a single
turbo engine. This car has a more spectacular acceleration at lower speeds,
at the cost of its high-speed performance. Recommanded for veterans.
<----------------------------------------------------------------------------->
9.2 Mitsubishi (#09-02)
<----------------------------------------------------------------------------->
Mitsubishi Lancer Evolution VIII MR GSR[CT9A]
Engine: 2.0lt 4G63 L4 turbocharged
Trans : 6-speed 4WD
Acceleration: 7.5/10
Cornering : 7.0/10
Max speed : 6.5/10
Handling : 7.0/10
Power : 280HP
Description : The 8th generation of Mitsubishi Lancer comes together with an
entirely new 6-speed transmission box and a lot of electronics such as the
ACD (active-car differential), TC (traction control) and things like that.
With a light-spot body, this car is essentially capable to take on the Subaru
Impreza. In fact, the new Mitsubishi WRC (world rally championship) car is
a further modification of the Lancer Evo 8. Be aware of the transmission
system, as it is the heaviest type in the game, and will severely handicap
the top speed of the car.
-------------------------------------------------------------------------------
Mitsubishi Lancer Evolution VI GSR [CP9A]
Engine: 2.0lt 4G63 L4 turbocharged
Trans : 5-speed 4WD
Acceleration: 7.5/10
Cornering : 7.0/10
Max speed : 6.5/10
Handling : 7.0/10
Power : 280PS
Description : A civilian version of WRC class A selection. This is more a
stock-car based, cheaper to maintain version of the Evo 8. All in all, this
car may be slower than Evo 8, but comes back up in terms of handling and
cornering.
-------------------------------------------------------------------------------
Mitsubishi GTO Twin-Turbo [Z16A]
Engine: 3.0lt V6 turbocharged
Trans : 6-speed 4WD
Acceleration: 8.0/10
Cornering : 5.5/10
Max speed : 8.5/10
Handling : 6.5/10
Power : 280PS
Description : With the most advanced technology available in the '90s, Mit
had manufactured this car. The powerful engine forced the factory to make this
car heavy in order to balance the issue of mad handling. As a result, this
car is the heaviest in the game, making its cornering sluggish and drifty,
severely crippling its ability around corners. On the other hand though, this
car is very stable on the long straights, with a strong acceleration.
<----------------------------------------------------------------------------->
9.3 Nissan (#09-03)
<----------------------------------------------------------------------------->
Nissan Skyline GT-R [BNR32]
Engine: 2.6lt RB26DETT L6 turbocharged
Trans : 5-speed 4WD
Acceleration: 7.5/10
Cornering : 7.5/10
Max Speed : 8.5/10
Handling : 9.0/10
Power : 280PS
Description : Good--almost perfect at anything, Skyline is actually a great
car in terms of the look as well as the performance. With a 5-gear shift, she
can and will enter and exit beautifully at corners as well as straights, while
most of her opponents can only dream of. Being the best car IMO, however, she
actually requires skills to handle, and can become the worst piece of crap if
you cannot exploit her limit.
The handling of this car is almost perfect among most cars, leaving you extreme
ease to handle her. Be careful though, since you may be spoiled by her and
unable to control other cars as good as this.
-------------------------------------------------------------------------------
Nissan Skyline GT-R V-spec [BCNR33]
Engine: 2.6lt RB26DETT L6 turbocharged
Trans : 5-speed 4WD
Acceleration: 6.5/10
Cornering : 6.5/10
Max Speed : 7.0/10
Handling : 6.0/10
Power : 280PS
Description : A GT-R fitted with a 5-speed shifter instead, and it does not
win too many souls, mainly because of its mediocre attributes, and it also
has the understeer of the R34. Maybe you will want to get something better
in terms of handling instead...
-------------------------------------------------------------------------------
Nissan Skyline GT-R II [BNR34]
Engine: 2.6lt RB26DETT L6 twin-turbo
Trans : 6-speed 4WD
Acceleration: 8.5/10
Cornering : 6.0/10
Max Speed : 9.0/10
Handling : 7.5/10
Power : 280PS
Description : If you prefer a 6-gear GT-R, you should use this car instead.
According to my knowledge, most North American players prefer this car to
anything else, since this car has not been imported into America. While this
car excels in power, the handling is actually worse than it sounds to be.
Keep an eye on her steering system though, as this car has a significant
understeer initially. While this will gradually become better, you must learn
to turn in early at the early stages.
-------------------------------------------------------------------------------
Nissan Fairlady Z [S30]
Engine: 2.0lt L6 NA
Trans : 5-speed FR
Acceleration: 7.0/10
Cornering : 7.5/10
Max Speed : 7.5/10
Handling : 7.5/10
Power : 130PS
Description : The "speeding tank". While the power of the engine does not make
up to the speed, the uber-sized stability prevents it from being bumped during
VS battles. While the 5-speed gearbox may cause a lowered top speed, the
handling is actually supurb and stable.
Incidentally, this car is used by Akio Asakura, namely "The Devil Z". As I have
said, this car is having a NA system, which causes the first step of basic
tuning becomes fitting a turbine kit instead.
-------------------------------------------------------------------------------
Nissan Fairlady Z [Z31]
Engine: 2.0lt L6 NA
Trans : 5-speed FR
Acceleration: 4.5/10
Cornering : 5.0/10
Max Speed : 5.0/10
Handling : 5.0/10
Power : 250PS
Description : Even more stable, and robust than the S30, and definitely a
wild battle elite's choice of vehicle. While this car can push away most
opponents and send them into the nearest wall, it actually handles like a mess.
Not only having a low top speed (just faster than the Toyota Celsior), it also
tend to slide around corners and lose more speed than the others, making it
demanding to handle.
This car is a hidden vehicle. To select it, choose the S30 and user the shifter
to enter N-6-4-3.
-------------------------------------------------------------------------------
Nissan Fairlady Z Version S [Z33]
Engine: 3.5lt V6 NA
Trans : 6-speed FR
Acceleration: 8.0/10
Cornering : 7.5/10
Max Speed : 8.5/10
Handling : 8.0/10
Power : 280PS
Description : The direct decendent of the Fairlady Z, this car also comes with
the natural aspiration system, and a huge 3.5lt engine. This gives an agile
response and a responsible handling to the driver. Also, this car is capable
to be quick on the straights. While being a brilliant vehicle to drive, she
hadn't got much hearts among players in my opinion, mostly because she loses
out badly if your opponent decides to bump her with his car. Take a note of
that, and learn how to defend yourself. Otherwise, you may enter a spin that
you may never recover from.
Incidentally, this car is used by Tatsuya Shima, namely "Blackbird". As I have
said, this car is having a NA system, which causes the first step of basic
tuning becomes fitting a turbine kit instead.
-------------------------------------------------------------------------------
Nissan Silvia [S15]
Engine: 2.0lt L4 turbocharged
Trans : 6-speed FR
Acceleration: 6.5/10
Cornering : 7.5/10
Max Speed : 7.0/10
Handling : 7.5/10
Power : 250PS
Description : A normal turbocharged car. Not a bad selection, but you may want
to drive something better. This car tends to have a bad name among players that
it is the best car to fish. Well, if you can master this car, actually you may
win quite a lot of times with her.
<----------------------------------------------------------------------------->
9.4 Toyota (#09-04)
<----------------------------------------------------------------------------->
Toyota Supra [JZA80]
Engine: 3.0 lt L6 turbocharged
Transmission: 6-speed FR
Acceleration: 9.0/10
Cornering : 6.5/10
Max speed : 9.0/10
Handling : 7.0/10
Power : 280PS
Description: A good selection. This car handles well during turns, and has a
relatively higher maximum speed when fully tuned. Better still, you can reach
the optimal rev faster than most of the others, hence, better acceleration.
The drawback comes at a slightly lower top speed, and a more severe turbo lag
(it takes longer to rev up at lower ranges). Basically, a good car to start
and master with.
-------------------------------------------------------------------------------
Toyota Chaser Tourer V [JZX100]
Engine: 2.5lt L6 turbocharged
Trans : 5-speed FR
Acceleration: 7.0/10
Cornering : 6.5/10
Max Speed : 8.0/10
Handling : 7.5/10
Power : 280PS
Description : Probably a bad choice is you don't know what you want. This car
is designed for stability rather than dynamic handling. The acceleration is
quite sluggish, but the top speed is rather high. Moreover, it loses a lot of
speed during turns. However, the awesome stability may prevent you from
crashing into something you are not expected to.
-------------------------------------------------------------------------------
Toyota MR-2 GT-S [SW20]
Engine: 2lt L4 turbocharged
Trans : 5-speed MR
Acceleration: 7.0/10
Cornering : 6.5/10
Max Speed : 8.5/10
Handling : 7.0/10
Power : 245PS
Description : The smallest car in the game, and it adopts the configuration of
middle-engined rear-drive. As a result, it gives you a better acceleration and
top speed, as well as being robust in crashes. However, this car does not have
a good cornering ability, and tends to drift around corners a lot.
-------------------------------------------------------------------------------
Toyota Celcior [UCF10]
Engine: 4.0lt V8 NA
Trans : 4-speed FR
Acceleration: 4.0/10
Cornering : 5.0/10
Max Speed : 4.5/10
Handling : 5.0/10
Power : 250PS
Description : A 4-door car designed for luxury travel and comfort, thus the
speed and handling is expected to be crap. Barely making 334 at 800PS, this
car has a massive inertia and slides a lot around corners. To cap it all, it's
a fun vehicle to try, but extremely difficult to use properly, not to say
master it. If you can drive it properly, it is not hard to master other
vehicles in the game.
This is a secret car. To select it, choose the Toyota Chaser, and enter
N-6-4-3 on the shifter. Only after that this car will appear.
<----------------------------------------------------------------------------->
9.5 Subaru (#09-05)
<----------------------------------------------------------------------------->
Subaru Impreza WRX Sti [GDB]
Engine: 2.0 lt EJ20 H4 turbocharged
Trans : 6-speed 4WD
Acceleration: 7.5/10
Cornering : 8.0/10
Max speed : 6.0/10
Handling : 7.0/10
Power : 280PS
Description : Petter Solberg must have made a good advertisement for this car,
as this is the model that won the 2003 World Rally Championship. With brilliant
acceleration and traction, it suits well at the C1 track. However, she comes
short in terms of max speed, and loses power during turns. Try flatting out
the corners to correct this instead.
Also, since this car employs the 4WD transmission system, which is the heaviest
one among the three, she suffers significantly on straights. Compared with a
Toyota Supra (I have tried these two), the Impreza requires more horsepower to
reach the same speed. When you are having the variable tuning, consider raising
the power attribute first. Moreover, when compared with its main counterpart--
the Lancer Evo. 8, this car is more drift-happy. Don't say that you hadn't be
warned.
-------------------------------------------------------------------------------
Subaru Impreza WRX [GC8]
Engine: 2.0 lt EJ20 H4 turbocharged
Trans : 5-speed 4WD
Acceleration: 7.0/10
Cornering : 7.5/10
Max speed : 6.0/10
Handling : 7.5/10
Power : 280PS
Description : One of the stage opponents, Makoto Morishita, drives this car.
Basically it is a WRX STi, but having a 5-speed shifting device instead. As a
result, the handling becomes easier than a standard 6-speed, which gives a
better acceleration, but a lower max speed. Overall, this is a good car to
drive, but requires less skill than the standard GDB. Like the GDB, this car
is more drift-happy than its main rival (counterpart), the Lancer Evo. 6.
-------------------------------------------------------------------------------
Subaru Legacy 2.0 B4 V-spec [BL5]
Engine: 2.0 lt EJ20 H4 turbocharged
Trans : 5-speed 4WD
Acceleration: 6.5/10
Cornering : 7.5/10
Max speed : 7.0/10
Handling : 8.0/10
Power : 280PS
Description : The Subaru Legacy is actually a luxury version of the Impreza
WRX, so the comfort factor becomes the first to concern, rather than the race </pre><pre id="faqspan-3">
capabilities. However, this does not mean that she comes together with crap
handling. While she is not as good as the Impreza, she still has a good
balance and a tight handling. If you are tied of the other 4WD, give this car
a try.
<----------------------------------------------------------------------------->
9.6 Gemballa (#09-06)
<----------------------------------------------------------------------------->
Note: Gembellas only appear on Japanese-langauged machines. If you're playing
the English version, you cannot select this brand. Basically, this section of
cars resembles two entirely different kind of foreign vehicles. Incidentally,
both of them are Porsche look-alikes.
-------------------------------------------------------------------------------
Gemballa 3.8RS
Engine: 3.8 litre H6, natural aspiration
Trans : 5-speed RR
Acceleration: 8.5/10
Cornering : 6.0/10
Max speed : 8.0/10
Handling : 6.5/10
Power : 300PS
Description : To be sure, this car is actually a porsche, without the turbo
system installed. With the engine installed at the back, this results the
shortest (and lightest) transmission system in the game. Therefore, this car
can do a much higher speed than the other cars, at the price of a worse
handling. Be advised that this car also tends to drift a lot around corners,
too.
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Gemballa RSR
Engine: 3.8 litre H6, natural aspiration
Trans : 5-speed RR
Acceleration: 8.0/10
Cornering : 6.5/10
Max speed : 7.5/10
Handling : 6.5/10
Power : 300PS
Description : Almost the same as the Gemballa 3.8RS, but with a better
aerodynamical shape. Basically this car handles slightly better, but the
speed and acceleration is not as spectacular as its counterpart.
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<----------------------------------------------------------------------------->
10 TUNING THE CAR (#10-00)
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10.1 Basic Tuning (#10-01)
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Basic Tuning refers to the parts fitting that boosts the points on the power
and the handling attributes. Once fitted, you cannot re-assign the attributes.
Each win over an opponent you hadn't won before gives sufficient points for
you to perform a basic tuning. If you have lost however, half of the bar is
filled instead. It may be wise to battle the hardest opponent in that class
after a loss, since you have nothing to lose essentially.
Note: The description of the modification (phrased as "Tuning" in the game
context) is not yet correct. If you think a description should be something
instead, please do contact me.
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Power Tuning
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1. Turbo kit / Boost controller
- The turbo kit allows the boosted air flow for a NA car, while the boost
controller will increase the airflow over the default turbo settings,
for a vehicle already fitted with the turbo kit.
2. Muffler Exchanged
- Changing the muffler will yield more power at high speed.
3. Ingressive Air Filter
- By changing to a larger air filter, you can increase the airflow
along with the engine rpm.
4. ECU Exchanged
- By exchanging the engine control unit, you will optimize the modified
engine over its original settings.
5. Intercooler fitted.
- Fitting the intercooler lowers the air temperature, increases the air
density, along with the airflow.
6. Piping Kit
- Installing the piping kit restricts air loss by eliminating the friction.
7. Big Turbine Fitted
- The big turbine lets more air to be charged before passing in, giving
a larger amount of power.
8. Exhaust Manifold
- The exhaust manifold forces more exhaust gas into the system, giving
higher power to the turbo kit. (Notice the change of the sound at the
exhaust.)
9. Engine Fully Balanced
- Balancing the engine removes the friction between various parts, giving
optimal output.
10. ECU Reset
- By re-setting the engine control unit lets you to fully gain control of
the tuned engine.
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Handling Tuning
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1. Brake Pads
- The High-U brakes that replaces the default ones can stop a car faster
than normal.
2. Race-spec Suspension Kits
- The hardened, un-adjustable suspension kits commonly used in races
significantly improves handling.
3. Wheels
- Changing the wheels gives more grip to the ground, thus improves
handling during corners.
4. Suspension Link
- By linking the left and right suspension kit, the car will have less
unnecessary body roll.
5. Anti-roll Bars
- The anti-roll bars are designed to prevent unnecessary body rolls during
cornering.
6. Adjustable Suspension Kit
- These sets of suspension kit commonly used in races can handle the grip
levels at high speed cornering.
7. Aerodynamic Kit
- The fitting of the aero kit further improves handling and grip.
8. Roll Cage
- The roll cage protects the driver, and further reduces body roll.
9. Large Braking Pads
- These sets of braking pads allows you to stop the car faster even at
high speeds.
10. Lightweight Welding Kit
- By removing all unnecessary appliances, your car will be much lighter
and more durable.
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10.2 Tuning After the First Playthrough (#10-02)
<----------------------------------------------------------------------------->
After the first playthrough you will complete the basic tuning, where the
parts listed in the above chapter will be all fitted. From now on, your car
will be tuned by the specialists. Depending on the car you have chosen, your
car will first be tuned by any of the two car tuners, and finally Kitami
"The Devil's Tuner" will further extend your car.
Each win now gives you 20% points on the bar. If you have lost, you will
collect 6% on the bar instead, making the same points of a win if you have lost
3 times in a row. It may make sense if you try to take on the hardest opponent
in the class if you have lost twice in a row. If you lost, you still collect
sufficient points as a win. If you won, so much the better.
As stated above, you can only earn 4 tuning points per each playthrough. These
tuning points, unlike the fixed attributes that Basic Tuning offers, they can
be changed at your will. At the second screen of the card confirmation, just
use the steering wheel to assign those values to the power and the handling
attributes. This can come quite handy knowing the tracks you want to beat.
All cars get maxed out at 800HP/DG setting. You can get this by assigning all
8 variable points of attribute towards the power. On the other hand, you can
also get a car with a weak power, but highly durable. Taking the example of
a full-tuned car, you can have the following combinations:
600HP / HG: 0 power + 8 handling
620HP / HG: 1 power + 7 handling
650HP / G : 2 power + 6 handling
680HP / G : 3 power + 5 handling
700HP / B : 4 power + 4 handling
730HP / D : 5 power + 3 handling
760HP / D : 6 power + 2 handling
780HP / DG: 7 power + 1 handling
800HP / DG: 8 power + 0 handling
Knowing, and using, these attributes well can get you out of a sticky
situation, should you require it.
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<----------------------------------------------------------------------------->
11 TIME ATTACK--THE DRIVER'S VIEW (#11-00)
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===============================================================================
<----------------------------------------------------------------------------->
11.1 Preface (#12-01)
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The following are based on the "Normal Time Attack", such that you will use
your own car to challenge the record time. Since personal opinions are included
in this passage, so do the car selection. You should only use this part of the
guide as a reference. To get a better time, you need to develop your style of
driving.
The data I am using here is based on a fully-tuned, 700PS, balanced handling
Toyota Supra [JZA80]. This machine has 6th gear.
-------------------------------------------------------------------------------
<----------------------------------------------------------------------------->
11.2 C1 Inbound (#11-02)
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Information: C1 INBOUND
Length : 13.7km
Description: Counter-clockwise direction on the highway that goes through the
city centre of Tokyo. It mainly contains short straights and
tight corners and suits the running style of a grippy car.
-------------------------------------------------------------------------------
<----------------------------------------------------------------------------->
11.3 C1 Outbound (#11-03)
<----------------------------------------------------------------------------->
Information: C1 OUTBOUND
Length : 13.9km
Description: Clockwise direction of the C1 ring. It has even shorter straights
than the Inbound direction, but the turns are less sharp.
Nevertheless, shoot for grip if you are driving on this track.
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<----------------------------------------------------------------------------->
11.4 New Belt Line (Counter-clockwise) (#11-04)
<----------------------------------------------------------------------------->
Information: NEW BELT LINE, COUNTER-CLOCKWISE
Length : 19.8km
Description: A shorter version of the New Belt Line that goes through the
"bridge". You can aim for a better power, more drifty style at
here. Incidentally, this track is considered the least technical
one among the 4.
-------------------------------------------------------------------------------
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11.5 New Belt Line (Clockwise) (#11-05)
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Information: NEW BELT LINE, CLOCKWISE
Length : 25.4km
Description: The circuit that features the legendary Wangan Line, a 4-lane
highway that features nothing but straights. However, to run fast
you also need to skillfully conquer the technical section of this
circuit. You may want to have the maximum power, and leave your
skill to tackle the turns instead.
-------------------------------------------------------------------------------
<----------------------------------------------------------------------------->
11.6 Metropolitan Highway (Circuit) (#11-06)
<----------------------------------------------------------------------------->
Information: METROPOLITAN HIGHWAY (CIRCUIT)
Length : 59.8km
Description: A run through the entire highway in both of the directions. This
challenge requires not only speed, but also the utmost amount of
handling. For a track being so long, you may want to have a higher
amount of concentration when attempting this challenge.
===============================================================================
<----------------------------------------------------------------------------->
12 THE HIDDEN BOSSES IN THIS GAME (#12-00)
<----------------------------------------------------------------------------->
===============================================================================
All of these guys are one-time deals, at the third playtrough. The next time
you pick the stage, they will be reverted back to who they should be.
(R200 club <--> ghost squad, Taz and Akio <--> Van Team)
<----------------------------------------------------------------------------->
12.1 Ghost Squad (#12-01)
<----------------------------------------------------------------------------->
Driven by Clyde, Pinky and Indy, you may recognize these guys from the classic
Pac-Man. You need to evade them in Pac-Man, but you must do the best to
overtake these guys. Trust me, they are even tougher than the R200 club.
The car they use is funny--it is actually one of the traffic selections, the
4-door sedan. However, the handling is even better than the Devil Z. They can
definitely go over 310 km/h, so you should be aware of that. If you are driving
a FR car, or preferably a GT-R, you will at least need 650 PS and a tight
handling to even stand a chance to these guys. If you are using an Impreza, you
probably need more power to handle that.
You will face these guys during your 3rd playthrough, at stage 10, where you
will originally race the R200 club. Also, you will need to race the entire
length of New Belt Line during these two races.
<----------------------------------------------------------------------------->
12.2 Van Team (#12-02)
<----------------------------------------------------------------------------->
Van Team actually refers to the two vans and their drivers, Blinky and
Pac-Man. Likewise, they are from Pac-Man as well. Anyway, bigger car comes
with a bigger engine, along with power and handling. You got my hint.
These guys may well be over 330 km/h on straights, and their handling remains
tight during sharp turns. You will at least need 700 PS and a balanced handling
in order to stand a fight. Otherwise, the result may as well be driving a 280PS
to challenge somebody fully-fleged--you will be gone before you can react.
Worse still, these guys will bump into you when you two are fairly close,
hoping to push you away from the track.
These uber-sized boss appear in stage 20 during your 3th playthorugh, where you
would have fought Tatsuya Shima and Akio as the final test. While this is hard,
harder than impossible to beat these guys, you may emerge victorious with a
fully tuned vehicle, advanced driving skills, sniper-like accuracy and
lightning reflex. Good luck on beating them.
By the way, Blinky's car appears to have a name. While the program displays
'???' on the screen, actually Blinky will say something like "The BFH100G
legend...ends tonight." when he was driving. This should be the vehicle model
of his car, thus how it is named.
===============================================================================
<----------------------------------------------------------------------------->
13 SECRETS
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13.1 Titles
<----------------------------------------------------------------------------->
Provided that you play skillfully, you can get the following titles. Regardless
which car you are playing or have played, by completing the second playthrough,
you will have the following titles that originally holds the names like
"N Class" or something like that. Refer to the car section for the actual
names of the car.
-------------------------------------------------------------------------------
Level 1: Complete the second playthrough, and this is yours according to your
car. See the vehicle chapter for the specification code. For example,
BNR34 is the Nissan Skyline GT-R V-Spec II.
Mazda
FD3S - The [color] Flying Dragon
FC3S - The [color] Soaring Swallow
Mitsubishi
ZW16 - The [color] War Machine
CP9A - The [color] Charger
CT9A - The [color] Knight
Nissan
S30 - The [color] Mistresss
Z31 - The [color] Ultimate
Z33 - The [color] Z
BNR32 - The [color] Prince
BCNR33 - The [color] Romeo
BNR34 - The [color] Wind
S15 - The [color] Knight
Subaru
GDB - The [color] Comet
BL5 - The [color] Light
GC8 - The [color] Meteor
Toyota
JZA80 - The [color] Omega
JZX100 - The [color] Chaser
SW20 - The [color] Lightning
UCF10 - The [color] Valiant Hero
Gemballa (This is NOT supposed to happen!)
3.8RS - The [color] Phoenix
RSR - The [color] Monster
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Level 2: Get this by running well at a time-attack run
Good over the C1 course (Inbound / Outbound) - The C1 [car title]
e.g. The C1 Comet
Good over the New Belt Line (Both directions) - The Wangan [car title]
e.g. The Wangan Flying Dragon
Good over the Metropolitan Circuit - The Highway [car title]
e.g. The Highway Omega
Note: You can "upgrade" your title from C1 to Wangan or even Highway, but not
the other way round. Say, if your title is "The Highway Z", it can't be
changed back to "The Wangan Z" or "The C1 Z".
The definition of being "good" is to trigger all flashes within a single run,
and beat your own time record.
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Level 3: Win a lot of races against other players
If your style tends to be cool...
won 15 games - The [color] Master
won 45 games - The [color] Honorable
won 75 games - The [color] Valiant Hero
won 105 games - The [color] Four Devas
won 135 games - The [color] Emperor
won 165 games - The [color] Holy Emperor
If your style tends to be wild...
won 15 games - The [color] Battle Elite
won 45 games - The [color] Destroyer
won 75 games - The [color] Demon
won 105 games - The [color] Death Bringer
won 135 games - The [color] Devil Lord
won 165 games - The [color] Devil King
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The colours:
Blue -- Blue (BNR34, GDB, GC8 only)
Blue -- Cyan (All other cars)
Black -- Noir
White -- White
Red -- Red
Silver -- Silver (FD3S, CV9A, CT9A only)
Silver -- Steel (All other cars)
Orange -- Sunset
Yellow -- Golden
Dark Green -- Deepwood
Purple -- Purple
Wine Red -- Gold Copper
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Getting a title:
You will automatically get a vehicle-based title once you have completed a
second playthrough. However, the title may change according to how, and what
you have achieved during the gameplay. In the following context, I will
demonstrate with a red Toyota Supra.
By completing the story mode twice, you will get the title "The Red Omega".
By doing a good time at a time-attack run, you will change the term "Red" into
a course name. Suppose that you have made a lap record during a run on the
New Belt Line (the Wangan Line), you will get "The Wangan Omega" instead.
Notice that you can change the title as the sequence "C1 -> Wangan -> Highway",
but not the other way round. As a result, if you have got the title of
"The Highway Omega", you cannot change it to "The C1 Omega".
After the time attack, you have won 15 battles versus players (got 15 stars on
your challenging page) with a cool style of driving, your title becomes "The
Wangan Master".
Note: You can gain the VS title and the time trial title without completing the
second playthrough of the story mode, provided that you can.
<----------------------------------------------------------------------------->
13.2 Secret Cars
<----------------------------------------------------------------------------->
These cars will only appear if you have done the following correctly during the
car selection. The presence of the card does not matter--you can save it as
well. However, these cars are quite old, and hard to play with.
I still hadn't see anyone using the BZH100G or the Corollas. However,
appearantly the Fairlady Z300 SX [Z31] and the Toyota Celsior [UCF10] can
actually be chosen.
To choose these secret vehicles, you will need to do the following at the
car selection screen, shifter at neutral:
1a. To toggle the Fairlady, you need to choose Nissan, then point at the
Fairlady S30Z (the older car).
1b. To toggle the Celsior, you need to choose Toyota, then point at the Chaser.
2. Without entering the colour selection screen, use the shifter to enter:
6th, 4th and 3rd gear.
Provided that you have properly entered the cheat properly, the car changes,
and the secret car (the Fairlady or the Chaser) appears instead. Now you can
continue normally to choose the colour and enter your name. Notice: the
hidden cars are quite hard to control and race with.
<----------------------------------------------------------------------------->
13.3 The Perfect Driver
<----------------------------------------------------------------------------->
There is an attribute that will show that a driver is perfect such that he
hadn't lost any races against computer opponents so far. If a driver hadn't
lose a single race in story mode, the marks that denotes the opponents he had
defeated will be hollow. However, once he had lost--even a single battle, the
mark becomes shaded.
Take the example of a star, which means the winning of the third playthrough.
If he hadn't lost a single battle so far, those stars, along with the diamond
and the circle at the right of the card will be hollow as well. However, once
he had lost a round, all of those signs will be shaded. If you had spotted a
card that had hollow stars, you know that he / she deserves some respect.
<----------------------------------------------------------------------------->
13.4 Flashes
<----------------------------------------------------------------------------->
When you drive through particular positions on the highway at a high speed,
which must be higher than 280km/h to be at least, a flash may occur. This
means that you have activated a speed trap, and it is vital to trigger all
possible speedtraps on the circuit to get yourself a track-oriented title.
There are eight positions the speedtrap cameras are positioned. To earn
a track-oriented title, simply trigger all the cameras on the track, and beat
your own record.
I'm not too good at describing locations, but it is possible to trace the
locations of these speed traps if you keep an eye on the road. For a more
detailed version of this part, see AkioAsakura's guide of Red Flashes.
Locations of the Speed Traps:
1. Overpass, just after the start of C1 inbound, C1 Inbound track, 270km/h.
2. Middle of a short straight, after a red chicane in tunnel, Central Belt
Eastbound, 260km/h.
3. On a bump, medium left-right turn between two lane dividers, Central Belt
Eastbound, 290km/h.
4. Second land divider, Central Belt Southbound, 290km/h.
5. Just before the lane divider of the Tokyo Bridge, Central Belt Westbound,
308km/h.
6. Ramp, between two lane dividers, Central Belt Westbound, 288km/h.
7. Straight, after the Yamasaki Bridge, C1 outbound track, 270km/h.
8. Vehicle passing area, after the exit to Kiba, New Belt Line clockwise,
290km/h.
The above areas a bit vague, but I guess it is hard to describe them if you
don't have a map handy and...a bit of the langauge skills. Anyway, here are
the sequence of encountering the speed traps.
C1 Inbound (4) : 1 -> 2 -> 3 -> 4
C1 Outbound (3) : 5 -> 6 -> 7
New Belt Line L (2) : 5 -> 6
New Belt Line R (4) : 8 -> 2 -> 3 -> 4
Metropolitan (8) : 8 -> 7 -> 5 -> 6 -> 1 -> 2 -> 3 -> 4
===============================================================================
<----------------------------------------------------------------------------->
14 TIPS
<----------------------------------------------------------------------------->
===============================================================================
This chapter further goes into the tuning and driving the car.
<----------------------------------------------------------------------------->
14.1 Car Setup: Power Does Not Come Before All (#14-01)
<----------------------------------------------------------------------------->
When you have completed the first playtrough and starts the dedicated tunings,
you will collect points that you can assign to any of the two attributes i.e.
power and handling. By assigning different amount of points on these two
attributes, you are changing the behaviour of the car as well. You can tell
this by reading the PS part on the card. On it, there will be attributes,
namely:
DG - Dangerous
D - Drift
B - Balanced
G - Grip
HG - High Grip
Consider this as the balance between speed and grip (and stability) of a
touring car.
The car gets drifty by having more points at the power than the handling. The
car will start having understeer during turns, meaning that you have to brake
earlier before turning in. Also, the car tends to run wide at corners during
high speed as well.
If you give more power to the car by taking out the handling, the car will
have a dangerous drive. The car tends to be unstable, running ultra wide,
understeers (even enters spins) a lot, not to mention hitting walls during
cornering. On the plus side, however, is the awesome straight line speed.
On the other hand, grip denotes that the car is customed on taking corners.
By increasing the grip, the car will be more stable during cornering as
the centripetal force is insufficient to move the car away from the racing
line. As mechanical and aerodynamical grip is increased, however, load on
the engine increases, thus the maximum speed will decrease.
High grip is the direct opposite of 'Dangerous'. The car eats corners much
better than at any cases, though the straight line speed is significantly
lower than the car at its balanced state. You may find that the acceleration
rate is faster, though.
If you are going for a race, you should not power up only the power attribute,
especially during the first phase of the game, where you are performing the
basic tuning. If you do so, your handling becomes extremely unstable, and you
will be unable to grip the corners very well. This threat becomes more severe
and obvious when you are running on the C1. Worse still, those tuning
attributes are fixed, and you cannot change it.
As a general rule, you should not over-power any of the attributes. As long as
you keep those fixed attributes at balanced levels (drift or grip are
acceptable), you will be doing fine during races. I am not saying that the
dangerous drive or high-grip setting is bad--you just have to have the required
high level of skill to control the car. As what I have found out, a balanced
handling will even be better if you are not driving professionally.
At VS mode, notice that bumping around is acceptable--you will not total your
car that way, even smacking into a pillar--though you will lose quite a lot of
speed. As a result, you should keep your car at a drift setting, without
entering the state of "Dangerous", as a little push from the outside will send
your car spinning around. This is especially important on the cars that are
light, say, Fairlady.
After the powering up of the attributes, it comes to assigning the attributes.
Depending on the track you want to drive on, there is a guideline to the setup
you want to pick. This literally depends on your objective, as well as the
track you want to ride on. Usually, I'll suggest a balanced setup, especially
for the newbies, but feel free to find your driving style.
The guidelines are:
C1 In/ outbound-- Grip
New Belt Line cc-- Balanced - Drift
New Belt Line c -- Drift - Dangerous
Time attack -- Up 1 grade to power than above
VS battle -- Balanced
<----------------------------------------------------------------------------->
14.2 Tale-telling Signs (#14-02)
<----------------------------------------------------------------------------->
Let's get to the point. There is audio--and visual--cues that gives hints
about the next corner that comes ahead. This is comprised with two components,
namely shape, and color.
The shape illustrates the general shape of the corner, i.e. direction, turn.
The color illustrates the nature of the corner. Here is the color code.
Green : The lane that you should take at the NEXT intersection. This comes
with a tone of hint.
Blue : The next corner is a gentle corner that can be flatted out. This also
comes with a tone of hint.
Yellow: The next corner is reasonably sharp, and you may need to release the
gas. This comes with a tone of caution.
Red : The next corner is very sharp that it requires you to brake hard before
turning in to prevent you from crashing. This sign flashes, along with
the tone of danger. Note: as you go near the lane dividers, a red sign
with an exclaimation mark (!) will come up, telling you to get in lane.
Except the sign of green (which merely tells you to change lane), you should,
and in fact, must, adopt the strategy of out-in-out cornering. However, most
red corners require you to powerslide through it, since the grip-styled
cornering requires you to brake off too much speed.
You may need to release the gas as you negotiate through the yellow corners.
However, the usual out-in-out technique and the grip handling should be
observed as you drive.
Take a powerslide approach as you drive through the red corners. You should
keep the heading to the apex before you exit the corner in this case. See
chapter 6 for the technique of inducing a powerslide.
If you are at the central belt highway, be alert to red signs that comes
together with an exclaimation mark (!). It means that a lane divider is coming
up ahead, and you should get in lane--right now. Crashing into the divider
kills off all your speed, basically meaning that you have lost the race.
Sometimes you may see road traffic on the road. These can either be 4-door
sedans, vans, or lorries. Clearly, you must keep your distance from them, at
all times. If they appear at the outside of an exit of a blind corner, further
apply the brakes to prevent crashing into them.
===============================================================================
<----------------------------------------------------------------------------->
15 GLOSSARY (#15-00)
<----------------------------------------------------------------------------->
===============================================================================