___   _   _ _____ ____     __  _______  ____  ____ _    _   ____ ____ ___
  / _ | / / / /_  __/ __ \   /  \/  / _  \/ __ \/ ___/ /  / / /_  _/  __/ _ |
 / __ |/ /_/ / / / / /_/ /  / /\_/ / /_/ / /_/ / __// /__/ /___/ /__\ \/ __ |
/_/ |_|\____/ /_/  \____/  /_/  /_/\____/_____/____/____/____/____/___/_/ |_|

                          - M a i l  A r c h i v e -
------------------------------------------------------------------------------
---------------------------------------
auto modellista for PlayStation 2 (PS2)
developed and published by Capcom Entertainment Inc.
auto modellista mail archive by Politik [[email protected]]
currently version final - 43,626 characters w/spaces

2 players
memory card (for PS2) - 240kb
analog control
vibration function
online: ethernet broadband required
network adaptor (PS2) - 8 players

rated EVERYONE by the ESRB
game experience may change during online play
------------------------------------------------------------------------------
---------------------------------------
table of contents:
---------------------------------------
00.00 - version history -

01.00 - warning -

02.00 - legal and contact information -

03.00 - introduction -

04.00 - auto modellista mail archive -

       04.10 - tuning -

       04.20 - driving skills -

       04.30 - course hint -

       04.40 - others -

05.00 - credits -

[note:] use the ctrl + f feature to find a specific section of the guide.
------------------------------------------------------------------------------
---------------------------------------
00.00 - version history -
---------------------------------------
version 0.25 - 04.23.2003
Today was my first day on the FAQ. I started and completed the tuning part of
the archive, which amounts to about 25% of the guide total. Warning and
legal/contact information were completed as well, simply the ones from my GTA:
VC guide with slight modifications and updates. TOC and game/guide information
section completed as well. Also did a first version of the ASCII title, which I
may change later if I see the need to do so. I have also submitted the guide
for the first time in hopes that it will be accepted and therefore provide me
with some further incentive to continue. That's it for today. More possibly
this weekend if I find the time. Ciao.

version 0.50 - 04.26.2003
Worked on the guide part of yesterday and completed the driving skills section
today. This brings the guide to roughly 50% completion, lacking only the course
hint and others mail sections, which is the smallest of the mail sections. In
all likelihood, I will have completed this guide by early next week, provided
my teachers don't load me down with extra assignments in an attempt to finish
everything on their itineraries by the end of the year. Anyways, once I have
completed this guide, I'll allow about a week for people to email me with
anything I missed before I change it to the final version (although I'm fairly
sure I'll get everything). Once I've completed this project, I'll work on my
next guide for the game, a vehicle database (which will hopefully answer many
of the questions on the message board). All right, that's it for today. Ciao.

version 0.75 - 08.06.2003
Sorry that took so long. SOCOM 2 was announced and then I went on a hella long
vacation so I really kinda forgot about this thing. Today I worked on and
finished the course hint section of the guide. Now my little FAQ is about 75%
complete. I will try and finish this guide tomorrow (provided nothing crazy
happens to stop me from doing so). In light of SOCOM 2 coming out soon, I won't
have time to write the vehicle database I promised in the last update. Sorry to
disappoint you few people who care. SOCOM 2 simply is far more important than
AM. Ciao.

version final - 04.09.2004
That took me long enough didn't it? ;)
------------------------------------------------------------------------------
---------------------------------------
01.00 - warning -
---------------------------------------
This walkthrough contains minor spoilers of the game, as some of the mails must
be unlocked through gameplay. If you wish to play through the game entirely
unspoiled, I suggest you do not use this guide. If you don't mind a few
extremely minor spoilers, then by all means, make use of this guide. If you
read the guide and it's contents somehow spoil the game for you, I am not to be
held responsible. If the game is ruined for you through spoilers, it is your
problem, not mine. Any problems you have with the game or it's content are not
my problem and should be taken up with the developer or publisher of the game,
I am not accountable for these problems. Furthermore, I am not responsible for
any glitches, defects, etc. in the game. Well, that's all the warning I have
for now.
------------------------------------------------------------------------------
---------------------------------------
02.00 - legal and contact information -
---------------------------------------
This walkthrough is the property of the author and the author alone. It is for
private use only. If you wish to post a copy of this guide on your site or
other publication, internet based or otherwise, you must gain the permission of
the author via email. This guide may not be distributed without explicit
permission from the author of the guide. You can, of course, print out this
document without the author's permission so long as it is not distributed for
profit (or non-profit purposes). If you want to use this guide on your website,
email the author and include a link to the site. This guide is currently only
allowed to be posted on the approved, non-profit sites listed here:
http://www.gamefaqs.com
http://www.goldfiles.com
http://www.neoseeker.com

If you find it anywhere besides the sites listed above, please contact the
author of the guide at [email protected] and include a link to the
unauthorized site posting the guide. I will deal with any sites posting illegal
copies of the guide as quickly as possible.

Contact me if:
You want to inform me of a mistake (spelling, grammar, info, etc).
You want to inform me about something I missed.
You want to inform me about a legal violation.
You want to give suggestions about the guide.
You want to contribute to the guide.

Don't contact me if:
You have a question about something that may be in the guide.
You want to send hate mail.
You like to send viruses, porn, spam, and things like that.

Long story short, read the guide before sending anything and send only things
related to the game. Also, if you want me to open the email you send, include
'Auto Modellista Mail Archive' in the subject header. If you don't include
that, I won't even look at the email twice before deleting it.

Email - [email protected]

MSN Messenger - If you really want to use this, contact me on email first.

AIM Messenger - Same protocol as with MSN Messenger
------------------------------------------------------------------------------
---------------------------------------
03.00 - introduction -
---------------------------------------
Auto Modellista is an online arcade/sim racer for the PlayStation 2 console. It
is Capcom's first attempt at a racing game and features cel-shaded graphics,
piss poor physics, and online play. In the main mode of the game, Garage Life,
there is a section called mail. In this section is a collection of files that
contain many bits of very useful information for those who are novices in the
racing world and for those who just need a little help. A lot of the mail is
unlocked by completing various races in the game. Others come when you get a
new type of car and some even are there from the beginning.

Now, since this mail feature of the game is inaccessible when racing or tuning
cars in the game, I thought it might be a good idea to make a version of it
that could be printed out and used while you worked with the various aspects of
the game. This archive is simply an online version of the in-game mail with the
purpose of making your life that much easier. For the more serious players, it
could even provide them with a sort of study guide so that they can more easily
master the game. Whatever the purpose, I have written it and its here. Hope you
find some use for it. Enjoy.
------------------------------------------------------------------------------
---------------------------------------
04.00 - auto modellista mail archive -
---------------------------------------

Ok this is the big main section of the guide. It is divided in to 4 sections, 1
for each category of mail in the game. The first section, tuning, generally
gives information about car types, how to tune them, and how different types of
tuning affect the car. The second section, driving skills, gives useful tips on
good techniques to use on the various courses of the game. The third section,
course hint, gives yet more tips on how to specifically navigate through the
courses and tells you about any particular trouble areas of the tracks. The
fourth and final section, others, has good bits of miscellaneous information
about the game and its workings. Make note that all mail is taken from the mail
section of the Garage Life mode of the game. I do not take any credit for the
information in the mail.

A dividing line separates the mails in each section so you can easily tell
where one mail ends and the next begins. Each mail has a three-item header
consisting of a mail group, a subject, and a mail number. The group heading
allows you to easily associate that mail with other mails that deal with the
same general topic. The subject heading allows you too see what exactly the
mail deals with topic-wise. The number heading (abbreviated no.) does just what
it says; it gives the mail a number. For a visual, all mail in the guide will
be archived in the following format:

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

group -   mail group
subject - mail subject
no. -     mail number

                                - mail body -

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

So now that you know how it will all work, I'll shut up and get to the archive,
which I'm guessing you came here to read. :P

                   ----------------------------------------
                              04.01 - tuning -
                   ----------------------------------------

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

group -   FF Cars
subject - What is FF?
no. -     001

FF stands for Front Engine, Front Drive. Their design allows for plenty of
cabin space, and is often used in 4-door sedans. FF cars are front heavy, since
their engines and other main transmission parts are loaded under their hoods.
However, they display excellent driving stability, since their front tires pull
their bodies.

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

group -   FR Cars
subject - What is FR?
no. -     002

FR stands for Front Engine, Rear Drive. As the name suggests, the front
engine's power is transmitted to the rear tires through a long propeller shaft.
This allows for relatively good weight distribution throughout the car.
Recently many high performance cars have begun to employ this system, including
sports/sporty cars and luxury sedans.

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

group -   MR Cars
subject - What is MR?
no. -     003

MR stands for Midship Engine, Rear Drive. The engine is located just behind the
seats, in front of the rear tires. No space is wasted due to the engine's close
proximity to the drive wheels, making MR cars lighter in weight. The weighty
parts these cars do possess are centered around the engine, providing MR cars
with superior balance. Many sports cars employ this layout.

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

group -   4WD Cars
subject - What is 4WD?
no. -     004

4WD stands for 4 (four) Wheel Drive. Just as the name says, the engine's power
is directed to all four wheels. Used in military vehicles, this system exceeds
all others in traction. 4WD cars excel in adverse weather and on rugged
terrain.

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

group -   FF Cars
subject - Characteristics of FF Cars
no. -     005

Offering easy control and high stability, FF cars are perfect for beginners.
However, since the drive wheels are located in the front, there is a shortage
of traction when the car accelerates due to the shifting of weight towards the
rear. The front tires and brakes also sustain a lot of wear due to the burden
of the engine.

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

group -   FR Cars
subject - Characteristics of FR Cars
no. -     006

FR cars are relatively easy to handle and corner well. They are also good at
drifting, making them ideal for intermediate drivers. When cornering, drivers
can control the direction of these cars through proper acceleration. These cars
offer a comfortable feel when driving.

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

group -   MR Cars
subject - Characteristics of MR Cars
no. -     007

MR cars excel at both traction and cornering. They can turn sharply, and drift
easily. Since their cornering limit values are set high, they have a tendency
to suddenly veer into the inner track when exceeding that value. MR cars are
unstable and difficult to handle, making them fit for advanced drivers.

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

group -   4WD Cars
subject - Characteristics of 4WD Cars
no. -     008

4WD cars are not only stable, but difficult to drift making them apt for
beginners. However, it takes a high degree of skill to fully use all their
abilities. Since their engine power is directed to all four wheels without any
waste, these cars excel at climbing hills and are not easily hampered by
changing surface conditions. 4WD cars can offer stability in any situation.

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

group -   FF Cars
subject - How do I drive fast with FF?
no. -     009

Drifting is all but unnecessary. To improve your speed, grip is key. When
rounding corners, acceleration tends to push the car to the outer side of the
track. If you decelerate, the car's weight will shift forward and the car will
quickly veer to the inner side. This is called "tuck in", and is a common
technique used with FF cars. FF cars are good at navigating corners, but in
general can't handle inclines well.

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

group -   FR Cars
subject - How do I drive fast with FR?
no. -     010

You can control how far your tail slides on corners by pressing and releasing
the accelerator. Of course the route you take through corners is also
important, but it is necessary to control your car with the accelerator. The
faster you accelerate while going straight, the more weight will be transferred
to the rear, allowing stable acceleration.

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

group -   MR Cars
subject - How do I drive fast with MR?
no. -     011

MR cars offer excellent handling and quick response. However, since they have a
lot of weight in the rear, their tires are prone to lose their grip, which can
make cars difficult to control. It is essential to always use the accelerator
with caution.

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

group -   4WD Cars
subject - How do I drive fast with 4WD?
no. -     012

4WD cars offer efficient acceleration and recover superbly from corners. When
rounding corners, accelerating gradually pushes the car to the outside, while
decelerating causes the car to turn toward the inside. However, the effect is
very mild so you should control you position with the steering wheel, reduce
you speed when approaching corners, turn the steering wheel, and then
accelerate at full throttle.

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

group -   Basic Knowledge
subject - What is NA?
no. -     013

NA stands for Natural Aspiration, and refers to cars that use only their
engine's power without the help of turbo or other such turbines. They can be
considered non-turbo cars.

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

group -   Basic Knowledge
subject - What is Turbo?
no. -     014

Turbo is a device that raises the efficiency of an engine. It turns a turbine
using exhaust pressure, while the compressor on the same axle raises the
pressure of the air - fuel mixture and forces it into the engine. Since engines
need to be built larger to increase in power, this device is used to attain
high output from small engines.

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

group -   Basic Knowledge
subject - Turbo Performance
no. -     015

By sending even more air - fuel mixture into a normal engine's cylinders, turbo
devices cause engines to produce 120 - 150% their normal power. Turbo engines
obtain higher power than NA engines with the same amounts of exhaust.

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

group -   Basic Knowledge
subject - Clutch and RPMs
no. -     016

The engine's RPM level is closely related to gear changes. In order to maintain
high RPMs, it is mandatory to change gears when rounding corners as well. Since
engine power is lost when RPMs are low, it is important to change gears
accurately when driving cars with manual transmissions.

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

group -   Changing Parts
subject - Changing Tires
no. -     017

A car's gripping ability and controllability largely depends on the type of
tires it uses. Each tire has it's own special features, providing different
levels of performance on various surfaces and in various weather. Radial tires
are appropriate for public roads, whereas slick tires are ideal for circuits.

< Course and Tire Suitability >

Rokko Hill: Street Tires
Akagi Hill: Sports Radial
West Tokyo: Street Tires
East Tokyo (fine): Street Tires
East Tokyo (rain): Sports Radial
Osaka Highway: Street Tires
Suzuka: Slick
US Speedway: Slick
US Dirk Track: Sports Radial

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

group -   Changing Parts
subject - Changing Suspension
no. -     018

Be aware of the following when changing your car's suspension. Suspension
systems with high spring rates cause cars to shift less and to grip the road
better. Low spring rates allow weight to shift more easily, causing major
changes in handling and allowing cars to drift more freely.

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

group -   Changing Parts
subject - Changing Mufflers
no. -     019

Exhaust efficiency and engine performance can be increased by changing a car's
muffler. Street mufflers respond well, and can produce high torque at low RPMs,
leading to fast acceleration. Racing mufflers produce peak power at high RPMs,
making them apt for high speeds.

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

group -   Tuning
subject - Computer Tuning Lv. 1
no. -     020

Tuning a car's computer allows you to utilize a car's dormant engine power. You
can now slightly increase engine power through light tuning! (Computer tuning
should accompany engine tuning, and does not have much effect when performed
alone.)

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

group -   Tuning
subject - Computer Tuning Lv. 2
no. -     021

Tuning a car's computer allows you to utilize a car's dormant engine power. You
can now significantly increase engine power through moderate tuning! (Computer
tuning should accompany engine tuning, and does not have much effect when
performed alone.)

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

group -   Tuning
subject - Computer Tuning Lv. 3
no. -     022

Tuning a car's computer allows you to utilize a car's dormant engine power. You
can now maximize engine power through full tuning! (Computer tuning should
accompany engine tuning, and does not have much effect when performed alone.)

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

group -   Changing Parts
subject - Changing Brakes
no. -     023

Changing brakes affects the ease of control when braking, and the braking
distance. Street tuning is suitable for public roads that have ridges and such
where control is needed. Race tuning is appropriate for circuits where braking
distance is important.

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

group -   Changing Parts
subject - Changing Turbines
no. -     024

Tuning turbines raises the capacity of air - fuel mixture, increasing output
and raising performance. Bolt-on turbos have good responses, produce high
torque at low RPMs, and are fit for acceleration. Full turbines produce peak
power at high RPMs, and are fit for achieving maximum speeds.

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

group -   Changing Parts
subject - Changing Final Gears
no. -     025

Changing gears completes the process that determines whether a car is
acceleration oriented or high-speed oriented. Low-geared types improve
acceleration, while high-geared types increase maximum speeds.

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

group -   Weight Reduction
subject - Weight Reduction Advice Lv. 1
no. -     026

By reducing a car's weight, you can increase its performance. You can now make
light reduction of your car's interior design and equipment. Now you are able
to carry out minor weight reductions!

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

group -   Weight Reduction
subject - Weight Reduction Advice Lv. 2
no. -     027

By reducing a car's weight, you can increase its performance. You can now
perform stripping and improve various section of your car in order to reduce
large amounts of weight!

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

group -   Weight Reduction
subject - Weight Reduction Advice Lv. 3
no. -     028

By reducing a car's weight, you can increase its performance. You can now
change your car's glass to acrylic glass and your doors to FRP or Carbon-made
lightweight doors. Now you can carry out maximum weight reductions!

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

group -   Settings
subject - Suspension Settings
no. -     029

You can adjust your car even further by changing its suspension settings. The
farther to the left the status is, the easier the car handles curves and
accelerations. The farther to the right it is, the more stable it is at high
speeds, which is advantageous for long straight stretches.

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

group -   Settings
subject - Brake Settings
no. -     030

You can adjust you car even farther by changing its brake settings. The lower
the value, the harder it is to stop, but the more control you will have. The
higher the value, the easier it is to stop, but the more difficult it is to
control. Choose which setting is best for you, your car, and the course.

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

group -   Settings
subject - Final Gear Settings
no. -     031

You can adjust your car even further by setting its final gear ration. High
gear ratios increase acceleration, while low ratios increase maximum speeds.

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

group -   Tuning
subject - Engine Tune-Up Advice Lv. 1
no. -     032

You can increase your car's power by performing an engine tune-up. You can now
perform an N1-specification overhaul tune-up!

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

group -   Tuning
subject - Engine Tune-Up Advice Lv. 2
no. -     033

You can increase your car's power by performing an engine tune-up. You can now
perform a head tune-up!

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

group -   Tuning
subject - Engine Tune-Up Advice Lv. 3
no. -     034

You can increase your car's power by performing an engine tune-up. You can now
perform a full tune-up!

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

group -   Tuning
subject - Engine Tune-Up Advice Lv. 4
no. -     035

You can increase your car's power by performing an engine tune-up. You can now
perform an exhaust increase or tune-up your triple rotor!

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

group -   Tuning
subject - Engine Tune-Up Advice Lv. 5
no. -     036

You can increase your car's power by performing an engine tune-up. You can now
perform a tune-up on a competition-use engine!

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

group -   Tuning
subject - Using Easy Tune-Up
no. - 37

With easy tune-up, all you have to do is choose your course, your engine power
(acceleration or max speed), and grip or drift, and the computer will complete
the tune-up.

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

                   ---------------------------------------
                           04.20 - driving skills -
                   ---------------------------------------

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

group -   Cornering Knowledge
subject - Clipping Point
no. -     001

This refers to the "in" part of "out-in-out". In other words, the point where
the car is closest to the inner edge of a corner (not necessarily the center of
a corner).

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

group -   Cornering Knowledge
subject - Out-In-Out Description
no. -     002

This is the basic approach to corners. In order to perform the most gentle turn
nearest to a straight line, enter a corner from the outer side, pass the
clipping point, and exit on the outer side. Instead of completely decelerating,
brake only at the beginning. This will give you the power to turn (cornering
force).

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

group -   Cornering Knowledge
subject - Out-In-Out Principle
no. -     003

The more a car's steering wheel is turned, the more speed it loses. That means
that one should have the straightest route possible when rounding a corner in
order to keep speed loss to a minimum. This route is called "out-in-out", and
is known for it's gentle turn and allowance for easy acceleration after being
executed.

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

group -   Cornering Knowledge
subject - Slow In Fast Out
no. -     004

By braking drastically before entering a corner, you will be able to accelerate
while rounding the corner and recover quickly. This process is referred to as
"slow in fast out".

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

group -   Cornering Knowledge
subject - Corner Routes
no. -     005

The basic route through corners is "out-in-out". However, this approach does
not work for all corners. If two corners are lined up one after the other, it
would be meaningless to navigate through the first one safely only to get hung
up on the second. Rather than sticking to corners, concern yourself with how
fast you should drive through the course.

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

group -   Cornering Knowledge
subject - Under/Over Steering
no. -     006

Under steering refers to the situation when the front of a car slides more than
it's rear when cornering, pointing the car toward the outer side of the exit.
This is also called "under comes out". Over steering is the opposite of under
steering, and refers to the situation when the rear of a car slides more than
it's front, pointing the car toward the inner side of the exit. Drifting
forcefully causes this to occur, so counter-steering and adequate slide control
is required.

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

group -   Cornering Knowledge
subject - Grip Driving
no. -     007

Unlike drifting, in which you allow your tires to slide, this method involves
turning within the tires' grip limits, and is most widely employed by FF and
4WD cars, which are not good at drifting. It is important to drastically
decelerate before entering corners.

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

group -   Cornering Knowledge
subject - Minimum Turn Cornering
no. -     008

A car's velocity decreases the more one turns the steering wheel. Slowly turn
the steering wheel as you enter a corner, and hold that angle as you round the
corner. Once you exit the corner, slowly return the steering wheel to normal.

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

group -   Cornering Knowledge
subject - Why Under Steering Occurs
no. -     009

When under steering occurs on a corner, you must turn the steering wheel
sharply which loses speed. The following are some main causes of under
steering:

- Too much speed
- Brake too hard
- Turn too sharply
- Cornering route is bad

The way you prevent these is to slow down significantly before corners. Are you
entering corners too fast?

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

group -   Drift Techniques
subject - Drift Driving
no. -     010

This technique involves braking on corners in order to slide the rear of the
car. It is useful for directional driving on the sharp corners of ridges and
the like. Drifting can be easily performed with FR and MR cars by turning the
steering wheel and stepping on the brake (braking drift). It can also be
performed by flooring the accelerator (power drift), which requires excellent
acceleration and steering control.

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

group -   Drift Techniques
subject - Emergency Brake Turning
no. -     011

This technique is only suggested for rounding extremely sharp corners, and
involves swinging the rear of the car around by pulling the emergency brake,
and locking the rear wheels. This method is very effective for FF cars, since
the rear tires can be made to slide while applying power to the front tires.

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

group -   Drift Techniques
subject - Drift Precaution
no. -     012

Drifting at wide angles and for extended periods of time may be good for
showing off, but not for races where time is of the essence. Use drifting only
as much as necessary when rounding corners.

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

group -   Drift Techniques
subject - Braking Drift
no. -     013

This technique uses a car's weight transference and centrifugal force to exceed
the grip levels of it's rear tires, causing a tail slide that changes the
direction of the car. It is performed by entering a corner with some speed,
then sharply turning the steering wheel while slamming on the brakes, and is
most apt for FR and MR cars. However, it takes practice to control the car's
acceleration during the drift and to stabilize the steering wheel afterwards.

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

group -   Drift Techniques
subject - Power Drift
no. -     014

This technique allows you to break the grip of the rear tires and change your
car's direction. It is performed by turning the steering wheel to the inside of
a corner while slamming your foot down on the accelerator. Only rear drive cars
can perform this. It takes practice to control the steering wheel afterwards.

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

group -   Drift Techniques
subject - Inertia Drift
no. -     015

This technique involves entering a corner with a lot of speed, turning the
steering wheel the direction you wish to turn and letting go of the
accelerator. Once the tail slides and the front turns inward, step on the
accelerator again and use the steering wheel to keep the car under control as
you speed up while sliding sideways.

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

group -   Drift Techniques
subject - Zero Counter Drift
no. -     016

This technique involves drifting on a corner without any countering. It is the
first technique that allows one to maintain an angle by working only the
accelerator with no need to counter. It is performed by accelerating into a
corner and simply drifting.

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

group -   Drift Techniques
subject - Straight Drift
no. -     017

This technique involves making a car drift sideways prior to entering a sharp
corner in order to round it. Perform a high-speed drift, and once the counter
is full the car will travel straight while facing sideways. If you can master
this skill, you are sure to be the highlight of any car performance.

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

                   ---------------------------------------
                            04.30 - course hint -
                   ---------------------------------------

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

group -   Ridge Types
subject - Rokko Hill (U) Strategy
no. -     001

In this course competitors race up the winding Ura Rokko Driveway. Pay
attention to what routes you should take through corners so you don't run into
any walls. Be prepared for the blind sharp-right corner just before the goal.
Use your braking skills to carefully navigate your way through it.

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

group -   Ridge Types
subject - Rokko Hill (D) Strategy
no. -     002

This is a downhill course in which competitors race their way down the narrow
Ura Rokko Driveway. Be sure no to go too fast, and navigate your way through
the series of sharp corners using rhythmical braking. As you speed toward the
end of the course, you will need to decelerate in order to safely steer your
way through the zigzagging corners.

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

group -   Ridge Types
subject - Akagi Hill (U) Strategy
no. -     003

Competitors race their way up the winding Maebashi Akagi Road amidst the autumn
leaves in this uphill course. Concentration is required in this long course
filled with a variety of short straight-aways and corners. Use grip and drift
techniques well to climb your way through the difficult zigzagged end.

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

group -   Ridge Types
subject - Akagi Hill (D) Strategy
no. -     004

This downhill course involves a high-speed race down the Maebashi Akagi Road.
Fly down the numerous straight-aways, then be careful not to go out of the
course while weaving your way through each of the five corners just before the
goal. The one who masters the five corners, masters the race!

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

group -   Circuit Types
subject - Suzuka Circuit Strategy
no. -     005

This technical and high-speed course contains the world's first overhead
crossing, an S-corner, a degner and more. Be careful not to fly into the tricky
section just before the goal, but carefully navigate your way through it, then
floor out of it to the goal!

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

group -   Circuit Types
subject - U.S. Speedway Strategy
no. -     006

This high-speed rink has a perimeter of 1.5 miles. Try not to lose much speed
on the steeply banked curves. This course allows you to take advantage of
slipstreaming, so use it wisely!

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

group -   Circuit Types
subject - U.S. Dirt Track Strategy
no. -     007

This sandy dirt course is constructed on an oval course. Since the surface
offers very little traction, keeping an un-cooperative car under control at the
corners is essential to clock a good time. Be extra cautious when approaching
corners after coming off a straightaway.

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

group -   Metropolitan Types
subject - West Tokyo Strategy
no. -     008

This downtown course runs from Shinjuku Station to the Tokyo Government Office.
It is mixed with stretches and corners fit for mid to low speeds, and the
surface grip is low. When you reach the S-corner before the goal, prevent speed
loss by driving in a relatively straight line through it.

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

group -   Metropolitan Types
subject - West Tokyo (R) Strategy
no. -     009

This is the W. Tokyo course in reverse. This course contains a combination of
straight-aways and corners, and the surface resistance is low. Brake early for
the sharp corner in the middle of the course. Enter it slowly, then accelerate
as you round the next left corner and enter the straightaway.

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

group -   Metropolitan Types
subject - East Tokyo (fine) Strategy
no. -     010

This short course packed with sharp blind corners and straight-aways is located
near the beautiful Shinjuku Gyoen National Garden. Victory will be largely
determined by how well you recover from the third corner, followed by a long
straight stretch, and the final corner.

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

group -   Metropolitan Types
subject - East Tokyo (fine) (R) Strategy
no. -     011

This is the reverse course of E. Tokyo under clear weather conditions. If
you're not careful, you'll barrel down the straight-aways right into sharp
corners, so be ready to brake! Caution should also be taken at the first corner
and when going through the tunnel, as a corner awaits you at the exit.

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

group -   Metropolitan Types
subject - East Tokyo (rain) Strategy
no. -     012

This course stretches from Rt. 20 to Oune Way. It contains many blind right-
angle corners, which, combined with the rainy weather, require special
settings. The third corner is narrow and comes up quickly, requiring precise
maneuvering and braking skills when being entered.

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

group -   Metropolitan Types
subject - East Tokyo (rain) (R) Strategy
no. -     013

This is the E. Tokyo (rain) course in reverse. It contains many blind right-
angle corners, which, combined with the rainy weather, require special
settings. Work your way through the third and fourth corners in the beginning
in an out-in-out line, then blast into the high-speed stretch.

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

group -   Metropolitan Types
subject - Osaka Highway Strategy
no. -     014

In this high-speed course, competitors race along the Hanshin Rt. 1 Loop. The
second corner is not only narrow, but is a blind corner requiring good braking
skills. Pierce your way through the following S-corner in a relatively straight
line.

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

group -   Metropolitan Types
subject - Osaka Highway (R) Strategy
no. -     015

This is the Hanshin Rt. 1 Loop course in reverse. Slipstream is essential in
this course's long, wide straightaway. Keep control of your car while rounding
the middle high-speed corner, and try not to lose too much speed!

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

                   ---------------------------------------
                               04.40 - others -
                   ---------------------------------------

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

group -   Garage Guidance
subject - Using Mail
no. -     001

Welcome to auto modellista! This is where you can read helpful information via
e-mail. In this garage, you can gather items, change parts, perform tune-ups,
create your own customized cars and try them out in races. Messages you receive
in this mailbox will help you make the most of your garage life. Topics cover
tune-up hints, course strategies, technique instructions and more! Enjoy! NOTE:
Although the names of tuning, custom and aero parts that appear in this game
actually exist and are used with permission from their manufacturers, some of
the shapes and features of these parts have been altered for use in this game.
Some parts may also be no longer sold, while others may not actually be
compatible for the car models used in the game. Please refrain from asking the
makers of these parts about their usages in this game.

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

group -   Garage Guidance
subject - Changing Cars
no. -     002

Car changing and sub-garages exist for those who are using a car that can't
appear in a certain course, and for those who simply want to increase their
number of cars. Up to 30 cars may be stored in a sub-garage. If a sub-garage
has 30 cars, you can store additional cars by overwriting it (old data will be
lost).

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

group -   Garage Guidance
subject - Rental Cars
no. -     003

You can receive car data from your friends using the Tuned Car List's Copy Car
feature. However, these cars will be treated as rental cars, and you will be
unable to tune or copy them.

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

group -   Race Guidance
subject - Rules for Series
no. -     004

All races beyond Level 3 are series. You must race on multiple courses, and the
points you ear will be added to determine your ranking. The person with the
most cumulative points wins. The results of each race will carry over into the
next race. Do your best on each and every course.

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

group -   Race Guidance
subject - Hint
no. -     005

The auto modellista contains several secret cars. In order to get access to
them, you must win all the races. Try to be the supreme victor!

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

group -   Congratulations!
subject - Clear Bonus!
no. -     006

A new Modellista Shop has opened! You can perform engine changes in this shop.

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

group -   Garage Guidance
subject - Decal Edit
no. -     007

To easily create decals, try using the sample selection. Simply select a sample
and add words or pictures from the top to create a stylish decal.

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

group -   Race Guidance
subject - VJ Help
no. -     008

After you finish racing, try saving the run on the Menu screen, then load the
data in the Mix Room. There you can add various visual and sound effects to the
replay by using the left and right analog sticks and the buttons on the
controller in time with the rhythm.

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

------------------------------------------------------------------------------
---------------------------------------
05.00 - credits -
---------------------------------------
My thanks go out to:

- GameFAQs.com for accepting and posting this guide.

- You, the readers, for picking my guide to help you with this great game.

- Capcom Entertainment Inc for making this crazy cool game.

- Everyone who encouraged me to write this.

- Myself, for taking the time to write this.

- All my friends who stayed my friends after I got this addicting game.
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"Copyright, Carter Cross, 2003"

end of document