=============================
San Francisco Extreme Rush
-Alcatraz Edition- (ARCADE)
=============================
Atari Games, Inc.

By John Culbert (tigeraid)
[email protected]
nick: tigeraid on #capcom, #fighters-net, #vfhome, #special and #cars
version 1.5

VERSION UPDATES
---------------

-Added most car specs that were available (REAL LIFE specs, comments added
if needed)
-added more SECRETS!!! :)
-better technique for the first secret in track 5
-corrected first Extreme car (it's a Lamborghini, not a Ferrari :)
-gave proper names to Beginner cars 2 and 3

NOTE: SOME OF THE SECRETS DISCOVERED IN THE COURSE OVERVIEW WERE FOUND IN
THE N64 VERSION--AS FAR AS I KNOW, ALL OF THE SECRETS IN THIS VERSION EXIST
IN THE ARCADE (WITH THE EXCEPTION OF THE STUNT CAVE IN THE LAST TRACK),HOWEVER
SOME OF THE SECRETS IN THE ARCADE ARE NOT IN THE N64 VERSION :).

Table Of Contents
-----------------

1.0- INTRODUCTION
2.0- LEGEND
       -Notes on the <ABORT> button
3.0- SELECTION AND CODES
4.0- CAR OVERVIEWS
       4.1- Beginner car (BMW, Volkswagon Minibus, 57 Chevy Taxi)
       4.2- Advanced car (Supra, Dodge Viper, Chevrolet Camaro)
       4.3- Expert car (Chevrolet Corvette, Volkswagon Beetle, Mustan)
       4.4- Extreme car (Lamborghini, Chevrolet S-10, McLaren F1)
5.0- TRANSMISSION OVERVIEW
6.0- HOW TO CORNER
7.0- BRIEF COURSE SECRETS/ROUTES OVERVIEW
       7.1- Course 1-Golden Gate
       7.2- Course 2-Embracadero
       7.3- Course 3-The Market
       7.4- Course 4-The Rock!
       7.5- Course 5-Downtown
       7.6- Course 6-The Heights
       7.7- Course 7-Sunset
8.0- WHAT'S MISSING?
9.0- CREDITS

****************************************************************************

1.0- INTRODUCTION
-----------------

FIRST OFF, NOTE THAT THIS GUIDE IS MEANT FOR A BOTH BEGINNERS AND EXPERTS
IN RACING GAMES. IF YOU ALREADY KNOW HOW TO DRIVE THESE GAMES WELL, THEN
YOU MAY WANT TO SIMPLY SKIP TO THE SECRETS SECTION :).

I've been playing racing games for quite a while, and without a doubt San
Francisco Extreme Rush: Alcatraz Edition is the best I've ever played. The
level of realism COMPARED TO MOST RACING GAMES is quite high as far as the
car goes (except maybe for some little nuances with the Standard and the
clutch :), and at the same time there are plenty of just plain fun
crashes :). In addition, there are TONS of secret paths within each track,
which can be VERY wild rides, maybe allowing you to take a short cut in the
process. To top it all off, there are eight tracks to choose from, and these
can be played also in mirror and reverse mode, giving more tracks in actuality.
Along with all of this is, of course, a variety of extremely cool cars, and a
couple of fun ones rolled in (like the bus :). The courses themselves last long
enough to make the $1, (75 cents continue) worth of credits seem worth it, and
the various obstacles and jumps make this game a real rocket ride, and true eye
candy as well. With a lot of practice and some knowhow about your car, this game
can be truly addictive and just plain fun.

NOTE: this is my first attempt at writing a guide for a game that isn't
fighting :), so bear with me if it seems to get really in-depth (something
you may have noticed in my fighting game FAQs :). However, I am personally
involved with auto racing, being a member of a racecar pit crew, and I've
also played a LOT of racing games, so this should be fairly accurate.
Feedback, additions or comments welcomed, but flames will be discarded.

****************************************************************************

2.0- LEGEND
-----------

Not really a legend, just some notes on my terminology. I use many words to
describe the Manual Transmission, being "manual", "stick", "stick-shift" and
"standard". Automatic is referred to as Automatic or simply Auto. Also, some
racing terminology:

-SLIDE: fairly obvious; this is when the car slides sideways, usually only in
       the turns :).
-COUNTERSTEER: I may refer to this as "counter(ing)", "bringing it out/back"
              or "correcting". This is when you counteract the affects of a
              slide by steering into it. For example, if you were to take a
              hard right turn, the back end of the car would slide out to
              the left--in order to "correct" this, turn the wheels to the
              left; this will bring the back end around in the right
              direction (hopefully in time :). The amount you have to turn
              the wheel in correction depends on the severity of the slide
              and the handling of your specific car.
-OUTSIDE/INSIDE: referring to the "outside" or "inside" of a turn--pretty
                straight-forward, the "outside" of, say, a left turn would
                be the right side of the turn; the "inside" of that turn
                would be the left side.
-APEX: apexing the turn refers to taking the fastest and shortest possible
      line around the corner. This is usually accomplished by starting on
      the outside of the turn, diving to the inside, and coming out on the
      outside again. Thus:

        ______________c___
       |
       |
       |
       |      b___________        In this example, the idea is to get from
       |      |                   point a to point c, but THROUGH b, taking
       |      |                   the shortest route around the corner.
       |      |                   Obviously, apexing a corner is easier the
       |      |                   bigger, wider and more gradual the turn
       |a     |                   is.
       |      |
       |      |


-LOOSE: it easier to slide the car the looser it is, but it is also often
       more difficult to correct once in the slide.
-TIGHT: handles quite well, cuts a sharp corner, and is easy to bring out of
       a slide when it does slide.

2.1- NOTE ON THE <ABORT> BUTTON
-------------------------------

The <ABORT> button, usually located to the far right of the steering wheel on
the arcade machine (at least on the one we play), can be quite the savior if
you're in trouble. When hit, your car will be instantly returned to the
track, a short distance ahead of where you hit it; this is, of course, most
useful when you've screwed up big time and crashed, returning you to the race
without the hastle of finishing the crash, and maybe even having to get in
reverse or turn around, etc... (which can lose you some time). Note however
that you still have to build your speed back up. On the one hand, this is
obviously useful in that you can recover from crashes easily, or get
yourself out of a secret tunnel that may be leading you where you don't want
to go... Unfortunately, you don't get to see your crash, which can sometimes
be spectacular :).
TIP: If you are running out of time and your near the finish line press the
<ABORT> button for a boost to the finish, since it lands you a little further
up the track. (Thanks to <[email protected]> and <[email protected]>
for this tip).

****************************************************************************

3.0- SELECTION CODES
--------------------

The first screen you will come on after plunking in your credits will be the
track selection, where you can hit <VIEW1> to switch to mirror mode on the
track you have highlighted... Following this is the car selection; you can
cycle through the visible cars, and you can also hit <VIEW 1> to change to
four other cars, and <VIEW 1> again for a third selection of cars. In
addition, you can also change two other features. To toggle the CPU ("drone")
cars on and off, hit <MUSIC> and <VIEW2> at the same time. Likewise, you can
also change Wheel Resistance/Feedback (how much the steering wheel reacts to
turns, slides, landings etc...) by hitting <MUSIC> and <VIEW3> at the same
time. Following these you will be asked to select Transmisson.

****************************************************************************

4.0- CAR OVERVIEWS
------------------

       ^4.1- BEGINNER CAR^

*BMW*

SPECS:

-Make/Model/Year:        1997 BMW 750il
-Wheel Base:             120.9 inches
-Stock Engine:           5.4 Litre V12
-Compression:            10.0:1
-Horsepower:             322 hp @ 5500 rpm
-Torque:                 361 @ 3900 rpm
-Drivetrain:             front engine/rear wheel drive
-Manual Transmission:    none
-Automatic Transmission: ZF5 HP30 EH (5 speed)
-Real Life Acceleration: 0-60 6.7 seconds
-Real Life Top Speed:    128 mph

AUTHOR'S COMMENTS: obviously the top speed of this car in the game is much
faster, however I've been told that these BMWs are actually RESTRICTED
electronically to 128 mph, though I'm sure without this restriction, it can
go MUCH faster.

IN THE GAME: The top speed, about 160 mph, isn't the best, however cornering
is quite tight. In addition, this small car is also quite light, meaning you
get really good air off of jumps.

*VOLKSWAGON MINIBUS*

SPECS: unknown right now... Can anyone get me specs of this!? :) All I know is
that the engine is most likely an in-line 4-cyl. single carb with MAXIMUM
60 hp... :)

AUTHOR'S COMMENTS: without a doubt, this Minibus sure as HELL isn't stock...
The average engine in these things put out about 50 hp IIRC, so the Minibus
in this game is HEAVILY modified.

IN THE GAME: The second Beginner is, in fact, a Minibus :). It has slightly
better speed, about 162 mph, and interestingly enough, it holds the corner
quite well, despite its centre of gravity--I keep expecting it to roll going
around a normal corner, but it doesn't AFAIK. The only real disadvantage to
the bus is that it takes slightly wider turns because of its larger
wheelbase.

*TAXI*

-Make/Model/Year:        1957 Chevrolet Bel Air hardtop
-Stock Engine:           283 Chevy Ramjet fuel injected small block
-Horsepower:             283 hp
-Transmission:           close ratio 3-speed standard
-Drivetrain:             front engine/rear wheel drive
-1/4-mile Time:          14 seconds @ 100 mph
-Real Life Top Speed:    120 mph

AUTHOR'S COMMENTS: My dad's dream car is the 57 Chevy... :) Back in the 60s
these were in heavy use in the United States as yellow cabs... Anyway, the
stock 283 certainly was a great engine, innovative for its time (being one of
the first engines to break the 1hp per cubic inch barrier) but can NOT compete
with the other cars in this game, even with the special duel-carb package, so
in the game this taxi is definetely modified, and probably a LOT more hp was put
into the engine, because the '57 Chevy has the aerodynamics of a brick wall ;).

IN THE GAME: A top speed of about 165 mph, decent acceleration and good
handling. The taxi is pretty heavy, it doesn't get much air off of the jumps,
so be watchful. Altogether, each of the Beginner Cars are good for novices, but
in the end they just don't go fast enough :).

       ^4.2- ADVANCED CAR^

*SUPRA*

SPECS:

-Make/Model/Year:        1997 Toyota Supra
-Wheel Base:             100.4 inches
-Stock Engine:           3.0 litre (183 cid) Twin Turbo intercooled,
                        Double-Overhead Cam, 24 valve, Sequential-Port Fuel
                        Injected, inline 6-cylinder
-Horsepower:             320 hp @ 5800 rpm
-Torque:                         220 ft-lbs 4000 rpm
-Drivetrain:             front engine/rear wheel drive
-Manual Transmission:    6 speed
-Automatic Transmission: 4 speed
-Real Life Acceleration: 0-60 4.9 seconds

AUTHOR'S COMMENTS: A-HA! I _THINK_ this is the car :). It's the closest
thing I could find to match the appearance of the car in the game, so this'll
have to do for now. The body style allows for good aerodynamics, but most
likely the engine is not stock in the game, however the engine in the Supra
is pretty close :).

IN THE GAME: The first advanced car was the car I began driving with. True,
it's not the fastest car, at a top speed of around 161 mph, but with the
standard, it handles EXTREMELY well in the corners, and has GREAT
acceleration as well. It can take some practice to properly bring it back
from a slide, but once this is mastered (best with the standard) it's a good
all-around car for beginners or experts.

*VIPER*

SPECS:

-Make/Model/Year:        1997 Dodge Viper RT/10
-Wheel Base:             96.2 inches
-Stock Engine:           8 litre (488 cid), 20 valve V-10
-Horsepower:             450 hp @ 5200 rpm
-Torque:                 490 ft-lbs @ 3700 rpm
-Drivetrain:             front engine/rear wheel drive
-Real Life Acceleration: 0-60 4.3 seconds
-Real Life Top Speed:    192 mph

AUTHOR'S COMMENTS: most likely stock, if anything it's been weakened, it's
actually slower in the game :). The Dodge Viper has the distinction of being
_North America's_ fastest production car, and just screams TORQUE.

IN THE GAME: Because of the torque, the Viper has GREAT acceleration, and
often you'll find yourself fishtailing some off of a start or coming out of
the corner--a good car all-around, and very popular, at least at our arcade.

*CAMARO*

-Make/Model/Year:        1996 Chevrolet Camaro Z-28 SS
-Wheel Base:             101.1 inches
-Stock Engine:           5.7 litre (350 cid) 16-valve, Air Inducted small block V-8
-Horsepower:             315 hp @ 5200 rpm
-Torque:                 325 ft-lbs @ 2400 rpm
-Drivetrain:             front engine/rear wheel drive
-Real Life Acceleration: 0-60 5.5 seconds
-1/4-mile time:          14.1 sec @ 102 mph

AUTHOR'S COMMENTS: close, but for sure the car's engine in the game is not
stock :).

IN THE GAME: The final Advanced car, called the Scorcher by most, has a good
top speed and decent handling all around (VERY responsive steering, I find)
--another good car, this along with the Corvette is my best car.

       ^4.3- EXPERT CAR^

*CORVETTE*

-Make/Model/Year:        1965 Chevrolet Corvette Stingray
-Stock Engine:           427 cid v-8
-Compression:            11.0:1
-Horsepower:             425 hp @ 5600 rpm
-Torque:                 460 ft-lbs @ 4000 rpm
-Drivetrain:             front engine/rear wheel drive

AUTHOR'S COMMENTS: most likely stock as well, the 65 Stingray was a VERY
fast car back then, and still is. One should also note the small scoop on
the hood, indicating cowl induction... One of my all-time favorite classics :).

IN THE GAME: Good speed and decent handling for the first Expert car; The
Stingray is my personal favorite car in most cases, unless I'm looking to
break a record or something. It's top speed is fairly high, however it will
take a little while to get used to its looseness in the corners.

*BEETLE*

SPECS:

-Make/Model/Year:        1971 Volkswagon Beetle
-Stock Engine:           1600 in-line 4-cylinder
-Compression:            7.5:1
-Horsepower:             60 hp
-Drivetrain:             rear engine/rear wheel drive

AUTHOR'S COMMENTS: this is one hell of a Beetle :). The Beetle has always
been a collector's favorite, but it is NOT a high-performance vehicle. The
Beetle in this game must be HEAVILY modified so it gets enough hp to keep
up with the other cars, and even then, one would wonder how the little thing
can hold the engine power without twisting itself in half... :)

IN THE GAME: The second Expert car is a Volkswagon Beetle, similiar to good
ol' Herby from the Disney movies. Great acceleration and a good top speed,
however despite its short wheelbase, it is QUITE loose.

*COBRA*

SPECS:

-Make/Model/Year:        1996 For Mustang Cobra
-Stock Engine:           4.6 litre, Double-Overhead Cam, 32-valve, V8
-Horsepower:             305 hp @ 5800 rpm
-Torque:                 300 ft-lbs @ 4800 rpm
-Drivetrain:             front engine/rear wheel drive
-Real Life Acceleration: 0-60 5.5 seconds
-1/4-mile Time:          14 second @ 107 mph

AUTHOR'S COMMENTS: this is the closest guess I can venture... from the front, it
looks like a Mustang, but the back I don't know... unless I find something better
for it, it's staying like this :).

IN THE GAME: Like the Volkswagon it has a good top speed and great acceleration,
however it can be quite loose in the corners.

       ^4.4- EXTREME CAR^

*LAMBORGHINI*

SPECS:

-Make/Model/Year:        1992 Lamborghini Countach
-Wheel Base:             107 inches
-Stock Engine:           5.7 litre 48-valve V12
-Compression:            10:1
-Horsepower:             492 hp @ 7000 rpm
-Torque:                 428 @ 5200 rpm
-Drivetrain:             mid-engine/rear-wheel drive
-Manual Transmission:    5-speed manual overdrive
-Automatic Transmission: none
-Real Life Acceleration: 0-60 4.3 seconds
-Real Life Top Speed:    202 mph

AUTHOR'S COMMENTS: definetely stock, the Countach is the predeccesor to
the Diablo, which held the distinction of the WORLD'S fastest production car
until the McLaren F1 came around. These specs are for the Diablo's engine, as
I cannot find much on the Countach's engine... I would actually think Atari
would have been wiser to put the Diablo in, being the newer car, however it
just LOOKS more like a Countach... anyone?

IN THE GAME: Has a very high top speed of approx. 167 mph, and very high
acceleration, however it's handling requires you to slide in just about
every corner; a standard definetely helps here.

*S-10*

SPECS:

-Make/Model/Year:        1996 Chevrolet S-10 Pickup
-Wheel Base:             108.3
-Stock Engine:           4.3L V-6
-Compression:            9.2:1
-Horsepower:             180 hp @ 4400 rpm
-Torque:                 240 @ 2800 rpm
-Drivetrain:             front engine/rear wheel drive
-Manual Transmission:    5 speed overdrive
-Automatic Transmussion: 4 speed overdrive
-Real Life Acceleration: 0-60 12.1 seconds
-Real Life Top Speed:    93 mphs

AUTHOR'S COMMENTS: again, without a doubt, heavily modified. The Chevy S-10
is a nice truck, but its stock engine can NOT hold up in any way to the
other high-performance cars in the game.

IN THE GAME: also has high acceleration and top speed. However because it's
a pickup truck, the box in back is empty and therefore very light--because
of this, this truck is VERY loose in the corners, so much that you'll often
find yourself looping it completely around if you don't correct the slide
soon enough coming out of a corner.

*MCLAREN F1*

-Make/Model/Year:        1996 McLaren F1
-Wheel Base:             107.0 inches
-Stock Engine:           all aluminum, 48 valve, Double Overhead Cam,
                        multi-port fuel injected, 6064 cc (370 cid) V-12
-Compression:            10.5:1
-Horsepower:             618 @ 7400 rpm
-Torque:                 479 @ 4000 rpm
-Drivetrain:             mid engine/rear wheel drive
-Manual Transmission:    6-speed
-Automatic Transmisson:  none
-Real Life Acceleration: 0-60
-Real Life Top Speed:    240 mph

AUTHOR'S COMMENTS: Like the Viper, the McLaren has been toned down in the
game :). Also note that the car does not have an Automatic transmission,
that was of course added in to compliment the game. Similarily, the stock
tranny in real life is 6-speed, there's only 4 in the game...
The McLaren F1 has the distinction of being the CURRENT world's fastest
production car.

IN THE GAME: The the true expert's car, with the ultimate top speed of about
177 mph (MUCH less than in real life :) and amazing acceleration; with
the manual transmission it can be handled well in the corners with sliding,
but because of its high speed and acceleration, you will find yourself
sliding in just about EVERY corner. Also as a result of the speed, you will
get SERIOUS air in the jumps with this car, so be cautious if it is a jump
that requires special timing (eg. the broken freeway jump in Course 2).
Without a doubt, the car you should be trying to break the records with.

****************************************************************************

5.0- TRANSMISSONS
-----------------

AUTOMATIC: good for beginners, obviously. When this option is selected, the
clutch pedal is inactive. When you have chosen automatic, your acceleration
is not as quick as it is with the standard, because the auto shifts earlier
than is possible with the standard. The auto also keeps itself in a gear
you don't want sometimes, usually going up a hill or starting from a start,
when you want a shift to a lower gear to get going quicker. Still, having
the automatic allows you to focus totally on steering, which may help
some with the cars that have difficulty recovering from slides. In addition,
if you have the steering feedback set high, some may NEED both hands to
steer. :) See section 6.0 for more info.

NOTE: something myself and BobbyG also notice is that the Automatic tends to
fishtail wildly on the faster cars as they land from a jump. You oftentimes
have to get off the gas to prevent from crashing as you land.

MANUAL: I can't say this enough: LEARN TO USE THE STICK. When manual
transmission has been selected, the clutch pedal becomes active...

(A SIDE NOTE FOR THOSE WHO AREN'T KNOWLEDGABLE WITH VEHICLES: the clutch
is a device that connects the engine to the transmission--when pushed in,
the tranny disengages from the engine, which in turn disengages the drive
train from the engine, effectively cutting all power to the wheels. When it
is released, the clutch engages again with the engine and power is again
transferred to the drive train.)

Note however that you do not NEED to clutch when shifting gears, which is
probably for players who don't feel comfortable using it. Still, cleaner
shifting is usually possible with the clutch. Either way, the clutch serves
a greater purpose, and it's IMO the reason why the standard is DEFINETELY a
big advantage. Unfortunately, the clutch in this game is not nearly as
sensitive as a real clutch, it's really just off or on, so you cannot, for
example, slowly let out the clutch... For more information on this advantage,
see section 6.0.

NOTE: unlike the Automatic, as described above, you can stuff in the clutch
in mid-air after a jump, and when you land, let it out. It tends to make
for easier landings.

****************************************************************************

6.0- HOW TO CORNER
------------------

When going into a gradual corner, you usually don't have to slow at all
(for example, the right turn off the fork in the freeway in Course 2 that
takes you underneath the broken freeway jump), you simply have to turn the
wheel, and if the car starts to slide significantly, counter-steer
accordingly. However in more severe turns, you will crash or otherwise go off
the outside of the corner if you do not slow down enough or slide properly;
in most cases, the BRAKE IS NOT USED. Braking at high speeds usually results
in uncontrollable sliding. My father's a stocker driver, and his philosophy
on cornering is fairly simple: "If the wheels aren't rotating, you have no
no control", meaning that if the wheels are not rotating because you have
applied the brakes, they will follow the intertia and slide in the direction
the car is going, frequently towards the outside of the corner.

NOTE: THE BRAKES SHOULD NOT BE USED _IN_ THE CORNER, BUT FOR MANY CORNERS
IT IS IMPORTAWNT TO BRAKE BEFORE YOU GET TO THE CORNER TO SLOW DOWN ENOUGH.

----

*When driving an AUTOMATIC into a hard corner, sometimes you have to brake
before you come to it--other than that, you simply have to let off the
gas; the severity of the corner is what determines how soon you let off the
gas--for example, on a hard right, it's best to start on the left of the
track, then when you get close to the corner let off the gas and crank the
wheel to the right, diving to the inside of the corner. If your timing was
right, you'll slide the car around the turn; when you have quickly made
your way about halfway through the corner, stomp on the gas again and
correct--you should come out straight, close to the left side of the track.
The time between letting off the gas and getting back on it is very brief,
maybe a second at most.

*When driving a car with a stick-shift, cornering can be quicker and more
fun too :). In some cases, brawke before coming to the corner--when entering
the hard corner, let off the gas, but also stuff in the clutch and downshift
accordingly. When you hit the clutch, you will disengage the engine from the
drive wheels, slowing them down as well, but not halting the rotation of any
of the wheels like braking does. Like with automatics, the severity of the
corner determines how soon you let off, but also accordingly, the amount
that you slow down determines what gear you should drop into. Again the
example of a hard right used above: let off the gas at the same instant and
place, but the clutch should be in before you crank the wheel--the INSTANT
that the clutch is fully in, your right foot should be back on the gas; rev
the engine back up and downshift to 3rd, and when you get a little over
half-way through the corner, let the clutch out and counter-steer
appropriately--once the engine has revved back up close to redline, up-shift
to 4th and continue. NOTE: be sure to note which car you're using when you
perform a manuever like this, because where you let the clutch out can
affect the severity of your slide coming out of the corner, depending on the
car. For example, if you're driving the S-10, when you let out the clutch
you may spin wildly, because of the instant torque delivered while you're
already coming out of the corner, coupled with the extremely light back end
of the truck.

----

As I was saying, how slow you end up going determines the shifting. If you
slow down drastically to take a big turn, but leave the tranny in 4th, you
will literally CRAWL out of the corner like a snail. Sometimes you may even
slow down so much that you have to downshift to 2nd or even 1ST instead. It
all depends on the corner...

----

A little while ago, someone brought up the arguement that the clutch is
useless. You may also be asking, what's the point of using the clutch when
you can just let off the gas? Because, when the engine is disengaged, you can
get back on the gas and rev the engine up BEFORE the drive wheels go. So say,
if you let off the gas, then engine RPM drops WAY down to almost idle, then
when you get back on it, you must rev up from there back to high RPM WITH the
load from the wheels. When you stuff in the clutch, you can rev up to high
RPM again, THEN engage with the wheels, which means more torque and faster
acceleration (and accordingly, you may get looser).

----

ANOTHER NOTE: in many cases you do NOT need to let off the gas before
clutching, however letting off the gas breaks the wheels better than simply
disengaging them, so usually doing both works better, with letting the gas
off first.

****************************************************************************

7.0- BRIEF COURSE OVERVIEWS
---------------------------

BIG NOTE!!! _MOST_ of the research for this section was done in the arcade,
but a FEW of the secrets/techniques/routes were discovered in the N64.
Although I'm certain that all N64 secrets/alternate routes exist in the
arcade (but not vice-versa) some of the speeds, timing, etc... may vary. If
you find any problems that should be changed to match the ARCADE version,
please email me!

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

       ^7.1- COURSE ONE-GOLDEN GATE^

Just as it says, this is a beginner's course, with a few cool secrets and
altogether pretty easy to navigate.

SECRETS
=======

A couple of cool routes to take in this one.

1. After crossing the Golden Gate bridge at the start there is a ramp on your
left. This jump will land you on the top of a grassy hill to the left of the
main track.

2. As you exit the Presidio tunnel, you'll come to a small uphill with the
fence following it to your left. You have to slow down a fair bit so that you
don't crash into the fence; head up the small grass hill and you will break
through the centre part of the fence here, and follow the dirt road, and it
will rejoin the main track just after the Haight-Ashbury section.

3. Just after the large downhill jump you'll come to the freeway. If you
veer quickly to the left and go down a small incline to a service road,
then further left up a dirt section and back onto the main track.

4. Just a little past the finish line there is a small tunnel in the wall on
the left side, across a grass field. You can get to it at full speed, JUST
after you cross the start/finish line crank it and HOLD it left, and keep
holding it until you enter the tunnel. The tunnel will empty out onto another
grass field and will return you to the main track near the Presidio tunnel.
BTW, When heading downhill to the finish line you can veer left before the
last jump onto a ledge with five trees on it and it will work like a ramp and
you can jump straight at the tunnel to enter it at full speed.
NOTE: if you head out of the tunnel/road onto the maintrack at full speed,
you will most likely smack the wooden fence on the right side. Slow down a
little bit and begin the turn early to prevent this. If done all properly,
this route is a great shortcut.

** Additions? **

NOTES/OTHER FUN STUFF
=====================

-when taking the S-turn leading through the grassy valley (before you reach
the city street and big jumps), you can take a small shortcut by going
STRAIGHT through the middle of the S-turn, and over the grassy hill to land
at the end of the second twist. You will have to crank it hard to the left
and slide to get going again, but it's a fun little shortcut :).
-This is just as it says, a Beginner's course. There are prety much no
difficult turns, though the S-turn takes a little timing and some slowing
unless you go across teh center :). An excellent track to run if you're just
learning the game.

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       ^7.2- COURSE TWO-EMBRACADERO^

This is my best course (not really my favorite, just my best :)--it has long
straightaways with gradual turns, but also has some neat secrets and a few
little turns that require some real driving. THEREFORE, I'll also outline
the best ways to take the corners as well as secrets/shortcuts.

*The first, which I call the "FOG TURN" occurs a short period after the fork
in the freeway--if you turn right (see secrets for the the other way :) going
in the proper direction, this left turn can be anticipated because it is
shortly after you enter a patch of fog (thus the nickname)--this turn
caught me unaware the first few times, because it LOOKS fairly gradual, but
if you stay at top speed and just hold left, you will smack the wall right
near the very end of the turn, usually not enough to wreck you, but you
lose precious speed. Properly navigating this turn is fairly simple: for the
automatics, let off the gas as late as possible (already starting into the
turn; this is safe because the turn is so long) while holding left, then get
back on it after a short period (about a second), and bring it back, because
you'll usually slide a little. For the standard, let off in the same place,
but also stuff in the clutch and put 'er in 3rd; get back on the gas about a
second later and let out the clutch--countersteer accordingly and, most
likely, you will have to shift back to 4th immediately.
NOTE: if you did not slow down enough, you can usually still save yourself,
either "pepper" the gas pedal (off and on lightly, not letting off fully at
all, then get back on full when you're out of the turn), or the clutch for
the standard.
ALSO NOTE: AFTER MUCH MORE DRIVING OF THIS COURSE, I HAVE CONSISTANTLY
NAVIGATED THIS CORNER WITHOUT SLIDING OR SLOWING, ETC... WITH THE EXTREME
OR MAYBE EVEN EXPERT CARS, YOU WILL MOST LIKELY STILL HAVE TO USE THE
TECHNIQUE ABOVE, HOWEVER ON THE OTHER CARS, PROVIDED YOU START ON THE
_ABSOLUTE_ RIGHT OUTSIDE OF THE CORNER AND THEN DIVE DOWN TO THE INSIDE
_VERY_ SOON, YOU CAN DO IT WITHOUT SLOWING AT ALL.

*The second turn, the "HILL JUMP" is quite a surprise, and actually is very
easy to do once you figure out the right route. Once you have gone through
the serious fog following the "FOG TURN", you will come to a fairly clear
street, with a danger wall to your right and road cones, and pass a
checkpoint. After passing these you'll enter more fog--once this appears
you will take a left turn and go up what seems like a harmless hill. However,
as apparent by the right turn signs lining the hill, there is a hard right
coming up. Still, the big surprise is that this hill actually drops off in a
huge jump--if you didn't see this and continued to go straight, you will fly
nose-first into a wall or, if you slowed down even a little, you'll land in
the grass just in front of that wall, and still have to turn hard right and
lose precious time.

At first I thought this was a really difficult turn, and for the first little
while I was doing it by slowing down big time heading up the hill, then
going sideways off the jump to land in the right direction. However, BobbyG
found a much better way of taking the "HILL JUMP", just by watching the CPU
cars.

To take this jump/corner properly, take the left turn and make sure when you
come to the bottom of the hill that you are starting at the far left--angle
up the hill so that you are pointed to the top of the jump and to the far
right; when you go up the hill, let off the gas briefly to slow a little (if
driving a standard, you should probably downshift to 3rd too) and come off
the ramp on the far right--if done properly, you will land pointing toward
the Primal Rage truck, JUST off the grass on the outside of the right turn;
from here you'll most likely have to slide on the right a little, but
you're all right from here. NOTE: it is possible to head too far right
coming off the ramp, and you'll smack a building, so be careful. Often you
can clip and shatter a big window on the corner of the store, but come out
unharmed :).

*The next challenging turn is a final hard right before another small right
and then the star/finish line. As with the "FOG TURN", it is possible to
take this corner without sliding or slowing. To do this, hold to the far
right on the straightaway before the left turn heading toward the turn
in question. Dive to the inside of the turn as soon as possible so that you
come out on the far left before the hard turn. Now, just make sure that you
begin to turn early, and you should be able to navigate the corner simply by
holding right.

** Additions or better ways to do it? :) **

SECRETS
=======

1. On the left side of the first big uphill is a tunnel. This one will carry
you through and onto a rooftop (aim right to prevent hitting a wall just
ahead of the exit of the tunnel!!!) then back onto the main track as it
curves left. A good shortcut if you pull the whole thing off without
crashing. This tunnel's walls are actually tapered on top and bottom to form
almost a round pipe or tube--you can actually ride UP the walls (which you
will most likely end up doing as you first enter the tunnel), but you can
still regain control and stay on the "floor" of the tunnel.

3. When you come to the first "entrance ramp" (the one that opens up onto
the freeway with a good jump), you can head left through the columns before
the "DANGER!" sign to find a ramp. This ramp will carry you over and onto
the freeway that the entrance ramp leads to. Be ready to possibly slide and
bring the car left as you land to prevent smacking the outside freeway wall.
NOTE: you can also head to the left of the ramp and take the small dirt
path up to the freeway. Both of these routes are definetely shortcuts and
will get you onto the freeway just a LITTLE faster than the entrance ramp,
provided you can navigate the columns and then the jump properly.

4. In addition to the above shortcut, you can actually head through the
columns to the left of the entrance ramp, but instead take the larger
steel ramps to the right of the ramp documented above (or for that matter,
just move to the right of the steel ramps :). Anyway, this route will take
you through a tunnel and bring you out on a level JUST below the broken
bridge jump; you will come off another portion of the broken bridge and
land HARD just at the beginning of the "FOG TURN", so you must be ready
for this. This is a good shortcut, BTW, I always take it.

5. The big secret of this track occurs at the fork in the freeway. Turning
right will follow the main track and bring you directly into the fog,
coming up on the "FOG TURN" described above. However if you head left
and drive through the orange cones and jump off the broken piece of the
bay bridge, you will come to an alternate route. If you take this jump
straight and at full speed, you will either land in the middle of the
"FOG TURN" (and if this happens you will have to slow down BIG-TIME and
slide to avoid hitting the outside wall), or you will smack your car into
the debris hanging off the end of the broken bridge. To do this jump
properly, you have to slow down (I usually make it at about 115-120 mph)
and go off the far left of the jump. You can land on the intact, left side
of the bridge and it will end in a huge halfpipe with loops at both ends.
This is a big bonus area; you can get bonus time there by running over the
white boxes with the Atari logo on them at the top of the loops. There is
also a little room in the side of the halfpipe wall directly between the two
loops. There is a man (Artist Rob Adams!) holding a sign inside of the room.
This area is for exploration only and is definitely not a shortcut. You can
return to the track by hitting the "ABORT" button. You can keep looping and
build up a huge amount of bonus time in the near loop. Just make sure you
hit at an angle instead of nose first at the bottom of the loop or you will
explode and be returned to the main track.

6. After the "HILL JUMP", it is actually possible to drive UNDER the Primal
Rage truck. Just behind it is a small, steep ramp. If you hit this jump,
it will put you on top of the buildings. You MUST hit this ramp around 90-95
mph--any faster, and you will smash your car roof-first into an overhang of
some sort, any slower and you'll hit the building itself. Punch the gas in
the air so that you're ready to go when you land on the roof. Continue
jumping the buildings, heading slightly left to hit the ramp properly, and
you will end up landing back on the track, or in the field on the right side
of the wall which empties back out onto the starting straight-away.
Difficult to get the jump right, but it is ALWAYS a huge shortcut that is
definetely worth doing.

7. The next secret is really neat and takes a little bit of practice to aim
properly. After the big right following the "HILL JUMP", proceed down the
hill and drive straight into the fountain in the plaza on your left. Hit it
around 95-100 mph and it will LAUNCH you up and into the side of the
building. There is a tunnel straight through the building that is hidden
by the glass panels. Its walls are covered with the "DANGER!" signs. There
is another little figure (Artist Mike Prittie) in the middle of the tunnel
holding a sign. It is possible to stop in the building tunnel by slamming on
the brakes and/or pressing the "REVERSE" button. You will be returned to the
course as if you hit the "ABORT" button after a short amount of time... When
coming out of this tunnel you will fall and land just short of the second
fountain on the other side of the building.

8. Just after the downhill/jump past the Primal Rage truck discussed above,
and after the fountain secret shown below, you can take a hard left and
follow an alternate path through the buildings back to the main track. NOTE:
It appears to me that this is actually slower than the main track, I don't
recommend taking this route unless you're playing around.

** Additions? **

NOTES/OTHER FUN STUFF
=====================

-The small ramp to the right on the main straightaway before the start/finish
line is a fun jump that takes proper timing and a good aim, but cuts a few
tenths of a second off your time, and can give you a small advantage over
the other cars. It's also an easy place to roll your car, if you WANT to do
this :), just put your left wheels up the ramp instead of all four :).

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       ^7.3- COURSE THREE-THE MARKET^

A challenging "Extreme" course that has quite a few hard corners and some
neat secrets too, especially the Chinatown hills :). Deceptively difficult,
the winding portion of the course through the grass and hedges must be
navigated carefully to prevent wrecking on the outside of the corners. A
good mix of street and country road/highway routes.

SECRETS
=======

1. A short distance from the start/finish line, keep a look out for a small
tunnel in the building to your right. If you head into this tunnel, you will
travel at a high rate of speed through an underground passage, and if
navigated properly, will dump you out onto the main track at the beginning
of the winding route through the hedges. Be sure to slow down a fair bit
before you come out of the tunnel so that you don't hit the hedges on the
other side of the road. A GREAT shortcut, always try to take it as it will
give you a good advantage if you land the end properly.

2. At the first right hand hairpin after the jump you will see a red and
white tower and small white buildings on your left. Head between or around
the buildings and you will enter a canyon halfpipe with rock obstructions on
your right and then on your left. If you navigate it properly it is a good
shortcut, but avoiding the rock formations is very tricky.

3. Once you enter the Chinatown district, you can head straight through the
road cones instead of heading right, and take the hills upward through a
small street. Be sure to slow significantly when you reach the last
hill/jump, about 95 mph, and if done correctly you will land at the top of
Lombard street. You will have to veer hard right, then if you have sufficient
speed you will clear the entire downhill/winding portion of the street, and
land for a hard right and rejoin the main track.

4. You can also turn right before the last jump at the top of these streets
through Chinatown for an alternate route to the top of Lombard Street.

5. After you jump again and are forced to turn right at the barricades you
will notice a couple of trees on a small grassy area guarding a tunnel
entrance in between the buildings on your left. You can drive straight
through the trees and into the tunnel. The tunnel will go straight and
then take a sharp turn to the right, swerve left and right a few times, and
empty out in front of the building with the cascading staircase. Here is an
extremely fast way to navigate the tunnel: stay on the left side as you
enter the tunnel and at the right hand turn continue driving straight
up the left wall and do a clockwise barrel roll onto the ceiling and down
the right hand wall! Now at the next bend in the tunnel drive straight up
the right hand wall and perform a counter-clockwise barrel roll. You must
slow down and make a hard left when exiting the tunnel (less than 80 mph).
(NOTE: this technique of getting through the tunnel is CurtMac's idea, not
mine :) You can enter this tunnel from both ends.

6. Instead of going through Chinatown follow the track through the right
uphill and left uphill turns. At the top of the next hill there is a
building on the right corner and a fence with a gap in it just behind the
building. If you go through the gap in the fence and down the small hill
(do this slowly) there is a small tunnel to the left which leads to a secret
room that has 'sky' textured walls. There is a sign on the wall next to the
entrance.

** Additions? **

NOTES/OTHER FUN STUFF
=====================

Just a note to help you navigate the winding portion through the hedges. If
you take these turns at top speed, the will FEEL perfect and you will
follow the contour of the track perfectly... or so it seems. As you come out
of some of these sweeping turns, they will flatten out and throw your car
sideways off the outside of the course, into a rock face or the hedges. So
despite the seemingly smooth turns you take, you should slow down
significantly; if you are driving the standard, downshift to 3rd, pepper
the gas going through the turns, and even then be ready to drop it into 2nd
if need be (probably on the faster cars).

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       ^7.4- COURSE 4-THE ROCK^

The big title course, this one is just pure speed. Not many difficult
corners, but a lot of jumps that can get you in trouble if you're not going
the right speed. And IF you want to naviagte the secrets, you have to have a
LOT of timing and good handling skills.

SECRETS
=======

1. After the first really heavy left turn, you will come upon the jump that
leads to the roof of the main building of Alcatraz. If you take it at top
speed you will land on the roof. If you take it pretty slow, you can drop
down off the jump and land underneath, following a route through the
building to rejoin the track where you land from the roof of the complex.
In addition to these routes, there is also a loop-de-loop just off to the
right of the jump leading to the roof. If you can navigate this successfully
it will bring you to an alternate route through the building; take this
route very carefully, as there are a couple of quick turns through the
building before rejoining the main track.

2. A small distance from the exit of the loop-de-loop, you will go under
another overhang on the main track. You can instead, hang a small right and
go out onto a sort of banked awning just on top of the cliff. This is not too
big a shortcut, but there will probably be less traffic and it can give you a
little more speed because of the banking.

3. On one of the main straightaways after landing off of the main building
jump, there's a small tunnel opening in the mountainside on the left of
the track. You'll probably have to slow down to enter it, it's a very
small opening, just big enough for your car, so you don't want to hit the
walls. If successful, it'll take you through a whole bunch of twists and
turns and back out on the main course. I haven't actually managed to
complete this tunnel myself, but BobbyG has, that's where I got the info. :)

** Additions? **

NOTES/OTHER FUN STUFF
=====================

This course is probably the easiest for getting yourself a top 10 time
record, since there aren't many difficult corners. Note however that if the
records set on your machine are by some really good drivers, you'll need to
take the shortcuts that require some handling (eg. the loop-de-loop
shortcuts).

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       ^7.5- COURSE FIVE-DOWNTOWN^

One of my favorites, this course probably has the most difficult shortcuts,
but also the most rewarding if you pull them off. It also has a couple of
difficult turns that make for a lot of wheel-handling. A great course for
2-player battles :).

SECRETS
=======

1. After the start, you will head slightly uphill and to the left, then
through a street surrounded by buildings. There is then a small left and
onto another straight-away through buildings. If you look very carefully,
you'll notice a small tunnel to the far right in one of the buildings. This
is, IMO, the most difficult shortcut in the game. It will take you through
the inside of a couple of buildings, and be ready for a HARD left turn to
avoid its outside wall (brake real early, downshift to 2nd for sticks, and
crank it left). After this turn, you will come out the outside of a building
then hit on a green ramp. HERE'S WHAT I HAVE FOUND OUT: this green ramp
leads to one of THREE different levels... I can get the center one pretty
consistantly, you have to hit it at about 110 mph. It will take you through
a building and onto a small walkway over the main track, ending on a jump
that'll dump you back onto the track after the bus station. For some reason,
I have NOT been able to land the lowest ramp or the highest ramp yet.. more
later (anyone?) NOTE: if you land the middle one, it is a HUGE shortcut,
and will get you a great lead on the following cars.

2. Instead of this secret, you can immediately veer left and through a park
when you reach the first big white building. Follow to the other side of the
building on the left, and it will carry you through an alternate street route
and back onto the main course. I actually find this slower than the main
route, I don't recommend you use it unless you're playing around.

3. Continuing on the main track, you will eventually come to a bus station
off to the right, just before a big right turn. With a little bit of timing
you can turn into the bus station and pass through the small space between
the parked bus and the inside wall of the station. Once you pass through the
bus station, you'll pass over a grass field (you won't slow down much, for
some reason). Aim a little to the right as you go, and you'll go up a small
incline and enter a left-turn tunnel, which will empty out onto the main
track at the end. NOTE: make sure to slow a little as you hit the incline--if
you go at top speed, you'll get a little air off of the incline, and often
smack the wall on the right of the tunnel entrance.

3. On one of the big left turns there is a grassy field on its outside. Veer
off and head through the grass, and you'll come to two tunnel entrances,
one up a steep ramp. If you take the ramp, you'll come out in a short tunnel
through the top of the building, and jump back onto the main track--a small
shortcut. The second alternate route is also a very difficult one to
navigate, but becomes a great shortcut if done right. After you enter the
right-hand tunnel, you will go up and through the building, and come off a
jump. You MUST take this jump at TOP speed AND straight, or you WILL wreck.
If done successfully, you'll land on an angled sun-roof and follow
immediately onto an another roof and a ramp, which will shoot you HIGH into
the air, to land on a side street just off the main track. To complete this
kick-ass shortcut, follow the small alleyway through the buildings just ahead
of you as you land to return near the end of the course. You can also head
immediately left and back onto the main course, but the alleyway is faster if
you can get into it without smacking a wall.

4. UPDATED SECRET! The ramp in the parkway was always difficult for me to
get at, and now I know why... :) there is a small passageway a little bit
before the start/finish line on your right (just a LITTLE to the right of
a thin yellow right turn sign). Navigate this carefully, it will bring you
behind a wall and through a small grassy tunnel (no speed loss) and when
you exit it will be just pass teh start/finish line in direct aim for the
yellow park ramp. TO DO THIS PARK JUMP PROPERLY, hit the ramp EVER-so-slighty
heading left, so that you go off the ramp a little to the left, but don't flip
it :). Right after you land, you SHOULD be in line for the gray edging at the
end of the parkway, which will then launch you UNBELIEVABLY high into the
air over the entire grass area, to land back on the main straightaway. If
you pull this off, it's a neat shortcut.

** Additions? **

NOTES/OTHER FUN STUFF
=====================

When driving this course you'd better have a GOOD handle of your car (and
a standard never hurt either), because not only are there several difficult
turns on the main track, there are also many difficult parts of the secrets
that require perfect timing and navigation.
NOTE: just a note about the corners, between secret #1 and the bus station
shortcut. when entering these hard 90 degree turns, you do not have adequate
room to do a full slide around them, so brake  fairly hard while letting
off the gas BEFORE you get to the corner, then downshift (if driving a stick)
and take the corner. You SHOULD be off the clutch and back on the gas when
you start to head around the actual corner.

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       ^7.6- COURSE SIX-THE HEIGHTS^

This is quite a challenging course--you will need to do a LOT of slowing
and fast shifting to handle these corners properly, but it is a fairly
fast-paced track, with a couple of neat secrets. One of my favorites.

SECRETS
=======

1. THIS IS CHANGED, IT USED TO BE SECRET #4, HOWEVER I SUDDENLY REALIZED YOU
CAN DO IT RIGHT OFF THE START/FINISH LINE AT THE BEGINNING :). Right after
the start/finish line there is a large yellow direction sign. You are
supposed to head left, but with a good aim, you can enter a small space in
the right of the sign (it's just a little bit wider than your car). This
route will take you through a steel gate and a large park space; keep your
eye open, because you will come suddenly upon a schoolhouse (church?) almost
directly in your path--you must veer to the right to avoid it. You must then
continue heading just about straight, through a fence (which will break)
and dump you out into a marina on the bay. You will land (hopefully) almost
in line with a small alleway through two buildings. NOTE: if you take the
jump a little too much to the right OR to the left, you smack the buildings
on either side of the alleyway. The allyway will end in a ramp, carrying
you over the docked boats in the water and land you back on the main track.
GOOD shortcut if you can pull the whole thing off.
NOTE: you can also veer hard right before the park gate, for an alternate
side street. However, I'm fairly sure this is used for the backwards course,
it's done too slow in the normal course.

2. Just off of the start, you will come to a big right turn, with a grassy
field on its inside that you can cross. Immediately after this you will come
to another, sharper right turn. However instead of taking the turn, you can
continue on straight through the wooden fence on the outside of the corner,
which will take you into a backyard field. A short ways in you will hit a
hill; provided you have enough speed, you will land on one side of the peaked
roof of a house, and launch off of that into a parkway. If you don't think
you have enough speed, launch off to the left a little to avoid the roof and
land in the park directly. Head left then right back to the main track.

3. Just a shortcut to note, on one of the right hand turns through the main
streets that takes you up a steep incline, you can veer a little more to
the right before the corner and pass through the ground level of a parking
garage, then back onto the incline. Just a small little shortcut, not too
big a deal, but makes the corner easier.

4. At the end of the large uphill that splits left and right, there is a
small ramp on the left, hugging one of the buildings. You must hit this at
full speed, and go off it slightly to the right--if done properly, you will
slip between the top of the two buildings in the center of the intersection,
land in a parkway into another jump and back onto the main straightaway.
GREAT shortcut if you can pull it all off.

5. After the big hard left beside the park, there's a big downhill portion;
on the right you can see a tunnel in the buildings on the right. Follow it
and it will lead out to a park on the right of the main track. A small turn
right will take you to a red-paved walkway ending in a ramp. Hit the ramp
at about 85-90 mph to clear the buildings and land UNDERNEATH the SFRush
sign, or 125+ mph to clear the top of the sign. You'll land in a winding
tunnel and rejoin the main track. GOOD shortcut if done right as well.

** Additions? **

NOTES/OTHER FUN STUFF
=====================

Just a note about the corners. The difficulty in some of these corners is
that you get air as you turn, then land on the incline. Since you are of
course in the air, you cannot turn. Your objective should be either to slow
down enough that you DON'T get air and simply turn (usually too slow), or
that when you land on the incline you have enough room to turn and avoid
hitting the outside buildings. Keep this in mind and practice getting the
right speeds. When driving my favorite car (the Corvette) I tend to brake
SLIGHTLY, early before the turn, while letting off the gas and stuffing in
the clutch. I then downshift to 2nd and turn as close to the inside of the
corner as possible. By the time I'm starting into the actual turn I'm
usually back on the gas, ready to shift up to 3rd again.

** Additions? **

NOTES/OTHER FUN STUFF
=====================

If you want and easy win (provided your opponent(s) don't follow you
exactly :), make sure to take every major shortcut in the game. On Every lap
be sure to take the jump over the marina for a BIG advantage, as well as
#4, the secret jump between the two buildings, then the #5 shortcut for a
HUGE advantage. I have achieved the first 4 top spots in the records using
both the Camaro and the Corvette by using this route.

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       ^7.7- COURSE SEVEN-SUNSET^

SECRETS
=======

1. After the hard right off of the highway (the one where those two busses
  get in your way :), you can take another left turn instead of heading
  the normal way around the curve of the mountain. This alternate route
  will take you up a hill to the top of that mountain and through a dirt
  path.
2. A little ways after the hard right with the river on the outside, there's
  a bridge over a river to the left of the main course. You can take this
  brigde across the river to cut the distance of the hairpin. In addition,
  so that you don't have to slow down as much to turn on to the bridge, it
  is actually possible to aim yourself at the SIDE of the bridge, and drive
  up the side and across for a small shortcut.
3. A short ways after shortcut #2, you'll notice a small path off to your
  left, and a little ways past that, a small ramp up a little banking. DO
  NOT TAKE EITHER OF THESE ROUTES!!! The ramp actually leads to the same
  place as the small path, and both lead BACKWARDS, meaning they're for
  the reverse track :). If you take the path, you land in water or hit a
  grassy field and into a fence, likewise with the jump. A great shortcut on
  the reverse track, however :).
4. This final secret is confirmed on the N64, but AFAIK is not in the arcade
  version of SFRush. On the difficult, uphill windy section leading to a
  checkpoint, veer hard left and slow down a fair bit (or you'll go for a
  dip :) Follow the banked grassy shore to your now right. You will
  eventually notice a hole in the ground on the side of the shore. Drop
  down into it as fast as possible and you will enter a HUGE cavern,
  filled with two loop-de-loops, moguls and other stunt apparatus'. This
  is DEFINETELY just for fun, you haveto abort to get out, I have not been
  able to get back out the hole. In the N64 version, there is a key located
  on one of the loop-de-loops. (see CurtMac's N64 Key Locations FAQ for more
  info :)

** Additions? **

NOTES/OTHER FUN STUFF
=====================

Just to note, in the N64 version, this track has a LOT of traffic in the
forms of streetcars, buses etc... a good track for vs. mode :).

----------------------------------------------------------------------------
****************************************************************************

8.0- WHAT'S MISSING?
====================

-more secrets!
-FULL comparison between the arcade and N64 version.
-sections for REVERSE of each track (some new secrets occur only when you do
the track backwards :)
-solution to properly hitting the OTHER two ramps in course 5, secret 1
-possibly complete driving guides to each course (similar to what I did on
course 2)
-Possibly more on N64 courses, including Key locations.
-What car the third Expert car is!! :)
-any other corrections

----------------------------------------------------------------------------
****************************************************************************

9.0- CREDITS
------------

Firstly, thanks to Atari for making one HELL of a racing game... Also
thanks to Jason Jamieson ([email protected]), Rob Gingras (BobbyG), Cam and Harry
("Mr. Attitude") for lots of competition and research at Happy Man arcade.
Also thanks to Tyler Stewart ([email protected]), Ben Hotte, and Jason Grandy
for help finding lots of secrets. Thanks also to the following for on-line
info:

<[email protected]> for his thorough EXTREME RUSH FAQ, and other correspondence
<[email protected]> for the code to change Steering Resistance
<[email protected]> for the extra car "code" :P
<[email protected]> for the CPU drone on/off code
<[email protected]> and <[email protected]> for misc. playing tips.
Zym Dragon for his graphics-heavy version of the EXTREME RUSH FAQ, located
at http://www.usinternet.com/users/zym/arcade.html
Brian Smith <[email protected]> for some info on shortcuts
Mr_Mg <[email protected]> for some annoying arguments about racing game
realism! ;)

You can access this FAQ and many others at my homepage:

http://www.geocities.com/SiliconValley/Heights/1910
http://www.riffraffracing.home.ml.org
or at http://www.gamefaqs.com

----

VISIT THE HOME OF RIFF-RAFF RACING! MEET OUR TEAM AND SEE PICTURES OF THE
STOCKCAR, AND MUCH MORE, INCLUDING AN INTRODUCTION TO SHORTTRACK RACING!
-> http://www.riffraffracing.home.ml.org  IT'S NEW VIRTUAL ADDRESS!

You can e-mail me at:

[email protected]

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