------------------------------------------------------------------------------- TeamQ Initial D Arcade Stage Reference FAQ Ver 2.00 ------------------------------------------------------------------------------- Copyright 2001-2004 TeamQ2 By: TeamQ2, re-assessed by 'tofu ten'. Version 2.00 ------------------------- Brief Arcade Information ------------------------- System: SEGA NAOMI 2 (Arcade Technology) Publisher: SEGA Developer: SEGA Rosso ------------------------- Legal Notice: ------------------------- This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. ------------------------- Content of guide: ------------------------- This guide is no longer patched (a number of text collected and piled from a number of different users ) it has completely been re-assessed by 'tofu ten'. In this guide, the fundamentals of Initial D Arcade Stage from ver.1 to ver.3 can be found. This guide is designed as a reference guide for beginners and advanced users. Simple terms and knowledge can be found/ re-found here in this guide. *tofu ten: I must thank all of the people within Gamefaq forums who has cleared some topics out for me to revise this entire reference guide. I ended up reqriting the whole thing, only to use the original guide as a reference towards this one. The guide was required to revission and remodel, but many areas required a more clearer understanding. The clearing help was provided by those who have replied to my forum topic threads. Thank You for all those who have helped. ------------------------- Before we start: ------------------------- In this faq/ reference guide. I have used the original names of the Anime and the Manga. There is much confliction and hardwork in the world of otaku in trying to preserve the traditional originality of the anime/manga, trying to avoid the tamination of script. I for one believe that originalality must be kept and preserved, but i wont go into full conflict, as a fan, just try to enjoy the anime/manga/game as best as you can without being effected by what other companies are trying to do or have changed. As a fan, keep the originality in your head, this way, nothing can really influence the anime/manga originality to you. ------------------------------------------------------------------------------- Table of contents: ------------------------------------------------------------------------------- * Please use the key word search by clicking onto the text of the screen and pressing ctrl+f on the keyboard. The keywords act as content/ page numbers, they are indicated on each topic in brackets. - Version history (A.0) - Guide design (A.1) - Naomi2 Technology (A.2) - Arcade Stage (B.1) - Ver.1 (B.1a) - Ver.2 (B.1b) - Ver.3 (B.1c) - Cards (B.2) - Aquiring a card (B.2a) - Using the card (B.2b) - Card properties (B.2c) - Card Inspection (B.2d) - Playing the game (C.1) - Game modes (C.1a) - 2p Mode (C.1b) - Boost (C.1c) - 1p Mode (C.1d) - Tracks and opponents (D.1) - Ver.1 tracks (D.1a) - Ver.2 tracks (D.1b) - Ver.3 tracks (D.1c) - Arcade Stage~ unlocking bosses (D.1d) - Tune Courses (E.1) - Stars, levels and t.points (F.1) ------------------------------------------------------------------------------- A.0: Version History ------------------------------------------------------------------------------- --------------- - August 2004: --------------- - Very thorough update from the previous version (1.50). It now includes Version 3 in detail. Everything has changed. The previous guide was used to create this faq as a reference, everything within this new reference faq is completely new. ------------------------------------------------------------------------------- A.1: Guide design, Introduction of reference guide (Fundamentals and how this guide works) ------------------------------------------------------------------------------- This guide works as a reference for players at all levels. The guide is designed for players who require a quick reference, it is structured in a way so that it is possible to find any area of information in Arcade Stage. ------------------------------------------------------------------------------- A.2: NAOMI2 Technology (Hardware Specifications) ------------------------------------------------------------------------------- Initial D Arcade Stage runs on a very powerful system known as Naomi. The hardware itself can easily top off any home- based system seen today. Arcade Stage runs on Naomi2 hardware, NAOMI2 stands for: 'NEW ARCADE OPERATION MACHINE IDEA 2'. The system specifications can be seen below: ------------------------------------ - SH-4 128 Bit RISC CPU @ 200Mhz and 360Mips and 1.4 Gigaflops. - Geometry processor 'Custom Videologic (T+L) chip at 100Mhz (Elan) - Sound Engine ARM7 Yamaha AICA 45Mhz + Internal 32Bit RISC CPU - 64 Channel - 32Mb 100Mhz SDRAM Main memory - 32Mb Graphic memory and Model Data memory, 8Mb Sound memory. - GD- ROM Media. ------------------------------------ Naomi 2 is capable of the following: - Aprrox 24 bit 16,770,000 of simutaneous colour - 10 Million Polygons per Second + 6 Light sources - Rendering speed of 2000 MPixels per second - Backward compatibility with all NAOMI and GD- ROM Based games. ------------------------------------------------------------------------------- B.1: Arcade Stage ------------------------------------------------------------------------------- With all the hardware specs of NAOMI2 aside, there currently three Initial D Arcade Stages and one Stage that is home based on the PS2. B.1a: Version 1 --------------- The first ever version of Arcade Stage released by SEGA Rosso and run on Naomi Hardware. Ver.1 is more naturally toned towards the Anime if the cars are compared. Although it is not 'realistically' toned towards real- life physics, the game itself is really fun as each car's advantages are found within the Anime. Being said, you can find a FD becoming the King car of Akagi. Playing in ver.1 requires alot of skill rather than depending on a car's characteristics, in ver.1, it is very possible to beat very strong cars with strong opponents as the game relates itself more into skill. So hitting a wall means a 'major' downfall in your speed. In version one, it is possible for both equally skilled players with different cars to have a very finely balanced/ fair match. This adds alot of excitement compared to other Initial D Arcade Stages. B.1b: Version 2 --------------- The second installment of Arcade Stage. Ver.2 is more realistically toned into real- life physics. It has also been graphically enhanced. The overall gameplay of Version 2 has two sides to it among players. The game has toned itself down in difficulty, allowing new players to have an easier approach towards the game. Compared with Version 1, Ver.2 doesn't really pay attention to the skill of the player, therefore, allowing new challenges- sometimes fair and mostly not. A real big notice in Ver.2 compared to Ver.1 one is when the player hits a wall. In ver.1, hitting a wall means absolute death towards your speed. In ver.2 however, its almost seemingless (except when ur head to head). The game possesses an extra option: 'Bunta Challenge" Mode~ Players can challenge Bunta. Another big note is that the DC2 in ver.2 has become the overall advantage car. If you are racing with others, be ready to be called a cheater. People who choose this car are known to be unskilled drivers relying on the car's and cpu capabilities. But this does not apply to all DC2 drivers- as some very skilled players use DC2s for other reasons. Overall, version 2 has become more toned into the car's real life characteristics. Very unskilled people can look good and completely rely on the car's characteristics in order to win, watch out for fishers. Although experienced players can tell whether they are relying on the car. B.1c: Version 3 --------------- Version 3 of initial d arcade stage is the third version of initial d. Most players state that version 3 physics engine is closer to version 1's, which can be considered as a good thing as version 1 required alot of skill rather that relying on the car's characteristics. Hitting the wall in version 3 doesn't serve too much as a heavy penalty compared to version 1, but does comphensate a fair amount of speed when entering high speed areas. In version 3, each course has a varied amount of opponents. E.g Myogi now only has 3 opponents- other courses have different amount of opponents. This can be a good thing as it can save many people's pockets from being empty all the time. New courses include Shomaru and Tsuchisaka- each with distinctive features. Tuning point barriers still remain the same throughout version 3. 990k is still the full tune barrier. As for the king car of ver.3, it seems to be the LanevoIV (after testing around). So beware of fishers, lol. ------------------------------------------------------------------------------- B.2: CARDS: (Status Storage Capability) ------------------------------------------------------------------------------- The fanciest feature in Arcade Stage is the Card- Saving capability. With an Arcade Stage card, the player has the capability of saving their gameplay status. Gameplay statuses include: - Current 'Legend of the Streets' progress - Selected car and its Primary Tune course (chosen upon purchase) - Aquired points from each battle (CPU or Human) - Aquired parts from Tune Course (s) - Battle Percentage (2P) - Racer/ Battle Stars - Number of plays left - Course Times that are worth noting- Becomes a Personal Time. ------------------------- B.2a: Aquiring a Card ------------------------- In each version of Arcade Stage, if one wants to save their progress, they must aquire/purchase an Initial D Arcade Stage Card for that particular version. Purchasing a card is quite simple. When the machine asks whether one owns a car or not, the user must select 'no' in order to proceed. Once the selection is made, the machine will then ask whether the user will like to purchase an Initial D Arcade Stage Card. The user must select 'yes' and place extra money into the machine to buy the card. The amount depends at Arcade, normally more or less the same price of each credit. When one decides not to purchase a card, the screen will skip to the car selection screen and starts the game. ------------------------- B.2b: Using the Card ------------------------- Once the card is purchased by the user, the user must then choose their car of choice. Once the car of choice is selected, the user will then be asked which Tune Course they will take their car into. Each Tune option shows the car's final appearance and setting. The tune options are either Option A, B, C, or D. (D is Stock Tune). Once everything is set, the game starts. The data is saved onto the card whenever the user quits the game, the card will then eject out of the slot. ------------------------- B.2c: Card properties/menu ------------------------- Once a card is put into the machine, the user's data is shown. Within this menu (only accessable during start up), the user can change preferences in the game which will be then saved onto the card and stay during each visit. When the card is used to challenge another player, the other player's screen shows the user's card properties- Mainly the win percentage/ rate for 2P matches. Whenever the user aquires certain levels, stars will be printed on the card. They are noted as Racer Levels. They can be used to depict the player's progress in the game or skill. On a side note, one must remember that each Initial D Arcade Stage Card is unique to the version it is used on. AKA only Ver.1 cards work on Ver.1 Machine and vice versa. The card cannot be used on different versions. To use the card's properties for another Arcade Stage Version (normally a newer version) one must go through a 'card transfer' or also known as 'Card Inspection'. ------------------------- B.2d: Card Inspection ------------------------- Card inspection prompts when either the following situations are met: A) When the cards has no saves left. (50 saves per card). B) When the user is transferring the card to a different version of Arcade Stage. For both situations, the user must purchase a new card. ------------------------- Situation (A) ------------------------- When a user inserts a different version card, the machine automatically detects it and will prompt that it cannot be used, but data can be transferred to a new card that is recognisable for that particular machine/ Arcade Stage Version. This allows the user to still keep some of their data and cross to a different version, but rules apply. Upon transferring a card to a different version, one must recognise that: - All personal record times will not be transferred through - The car selected will be completely stripped to stock, all aquired parts from the previous version will not be transferred through - Aquired points in the previous version will be kept - The user will be asked to re- select a particular tune course. So deciding on changing towards different Versions of Arcade Stage is usually a pernament matter unless the user has more than one card. ------------------------- Situation (B) ------------------------- When the card has no saves left (50 saves per card~ shown on the start up screen~ when the card is inserted) the user is required to purchase a new card in order to continue in their progress. In this situation, nothing is lost, the user's points and parts will still remain and will be transferred to the new card. ------------------------------------------------------------------------------- C.1: Playing the game ------------------------------------------------------------------------------- Once the game starts up, there will be a couple of Game modes. This section will focus on Version 2, it is very similar to Ver.3. Ver.1 does not have as many game modes (Just Legend of the Steets and Time Attack). Special Stage game modes are not listed in this FAQ, please refer to Special Stage FAQs by TeamQ2 or head to www.kashiramojid.cjb.net. ------------------------- C.1a: Game modes (Referring to ver.2) ------------------------- - Legend of the Streets - Time Attack - Challenge Bunta - 2P mode. Each mode has its unique type of gameplay setting. The main progression of the game is found in 'Legend of the Streets', where the user challenges various characters among the Initial D series. It can be taken as a story- setting. Each course has a set of characters (in ver.3, each course has only a specific number of characters). To progress, the user battles the characters in order to progress further and aquire points for their tune course. In Legend of the Streets (LotS) the user can aquire racer levels, which are represent by stars printed on the card. In Time Attack mode (TA), the user can practice each course free from any pressure. This is mainly used to achieve time rankings or to practice course layout. If the user's time is quite unique, they can post their particular code (given by each TA at the end) online to check settle their ranking with other people across the world. In TA, the user still can gain points to benefit their tune course. In Challenge Bunta mode, you will require at least 1000pts to enter. Once entered, the user chooses a course to face Bunta in. The user can gain racer levels in this mode. This mode is not designed for complete newbs. This is because the user lose points if they lose. In 2P mode, the user can race against other human rivals using their card. Once In 2P mode, the user can achieve certain stats. ------------------------------------------------------------------------------- C.1b: Two Player Mode ------------------------------------------------------------------------------- Two player mode is a very exciting feature in Ver.2 and 3. - Users can race head to head - Users can balance the match via 'Boost' Option - 2P can achieve certain stats and interesting features. ------------------------- Head to head ------------------------- When users wants to challenge human opponents, the opponent must have 'Accept Challenges' mode on. This mode can be toggled when the user inserts their card or press the start button during gameplay. To initiate a match, the user must start their game, insert their card and 'Enter' their opponent's game. Whether this screen comes up or not depends on whether the opponent has 'Accept Challenges' mode on. Please do ask the player first, otherwise, an unhappy result may occur. The players can select whether they would like to accept challenges or not once they start the game. The players can also toggle this feature ON/OFF when playing the game by pressing the Start Button. Once the user initiates a match, the opponent's screen immediately freezes and waits for the player to choose the course for that match. Once all everything is set, the loading point appears. During this point, the users can decide whether to toggle 'Boost' ON or OFF. ------------------------- C.1c: Boost ------------------------- When Boost is left ON, the trailing car recieves a speed boost and the car ahead has modified or tricky handling. (Hardly noticable changes in VER.3, handling has not been changed, only boost for the car behind). Boost is toggled ON or OFF during the loading point/ loading screen. To turn it OFF, both players must hold the brake pedal until the next screen appears. To leave it on, both players are not required to press anything they can just wait for the next screen to appear. Boost OFF: Is usually used when players want an equal match. Note 'EQUAL' match, it doesn't become equal if both cars are completely different. It depends on each course. Read below for more details Boost ON: Is usually meant for a balanced match between good players and Newbs- Closing the gap more between experienced and new players. But sometimes, Or for more excitement, this option is left on forsome experienced players. Leaving boost on or off has a variety of advantages and disadvantages. If a player decides to battle on a course where 'their car' has the advantage, then leaving boost on gives a better balance of gameplay rather than having it off (the disadvantaged player has a better chance of overtaking throughout the entire course). ------------------------------------------------------------------------------- C.1d: Playing the game 2: One Player Mode: ------------------------------------------------------------------------------- Version 1, 2 and 3 Legend of the Streets, TA comprise of these tracks, I've only included the ORIGINAL NAMES of Characters (shouldn't really matter if the game is played extensively). ------------------------------------------------------------------------------- D.1: Tracks and opponents of Arcade Stage ------------------------------------------------------------------------------- Here, you will find tracks from Ver.1 to Ver.3 of Arcade Stage. Each course will note the opponents to be battled. Each version has secret characters. These characters are noted. ------------------------------------------------------------------------------- D.1a Version 1 Tracks ------------------------------------------------------------------------------- Tracks of version 1 and Versus: In version 1, i only remember playing the tracks on 'dry'. In Version 1, there were was no weathering, so everything is played on a dry surface. You could also choose between U/H or D/H on some tracks. ------------------- c.3. Myogi ------------------- - Kouichrou Iketani - Takeuchi Itsuki - Shouji Shingo - Nakazato Takeshi ------------------- c.4. Usui ------------------- - Mako and Sayuki - Takahashi Keisuke - Akiyama Wataru - Kogashiwa Kai ------------------- c.5. Akina ------------------- - Iwaki Seiji - Sudou Kyouichi - Takahashi Ryosuke - Fujiwara Takumi ------------------- c.6. Happougahara ------------------- - Ninomiya Daiki - Sakai - Tachi Tomoyuki - Takahashi Keisuke ----------------------- l.1. Version 1 Bosses: ----------------------- - Fujiwara Takumi\ Happougahara - Fujiwara Bunta\ Akina DH ------------------------------------------------------------------------------- D.1b: Version 2 Tracks ------------------------------------------------------------------------------- Tracks of Version 2 and Versus: In version two, you can choose to play in wet or dry, night or day and downhill or uphill. Also, in version two, playing defeated characters initiates a battle in the rain~ The courses to be played in the wet. -------------------- c.8. Myogi -------------------- - Takeuchi Itsuki - Fujiwara Takumi - Shouji Shingo - Nakazato Takeshi -------------------- c.9. Usui -------------------- - Two people from Tokyo - Akiyama Nobuhiko - Mako and Sayuki - Tsukamoto ------------------- c.10. Akagi ------------------- - Iwase Kyouko - Nakamura Kenta - Takahashi Keisuke - Takahashi Ryosuke ------------------- c.11. Akina ------------------- - Kenji - Kouichirou Ikentani - Akiyama Wataru - Fujiwara Takumi ------------------- c.12. Happougahara ------------------- - Suetsugu Tohru - Ninomiya Daiki - Sakai - Tachi Tomoyuki ------------------- c.13. Irohazaka ------------------- - Iwaki Seiji - Sudou Kyouichi - Kogashiwa Kai - Takahashi Keisuke - Fujiwara Takumi ----------------------- l.2. Version 2 Bosses: ----------------------- Fujiwara Takumi\ Irohazaka DH Fujiwara Bunta\ Akina DH ------------------------------------------------------------------------------- D.1c: Version 3 Tracks ------------------------------------------------------------------------------- Tracks of Version 3 and versus: In version 3, there are a varied amount of opponents in each course. There are weathering effects and choices between U/H or D/H play. The same applies in battling opponents more than once. Defeated characters will initiate battles in the rain. Also, the rule from ver.2 applies. Everytime the game story has been clocked, each opponent levels up. There are 3 new courses available, including Akina to be played in the snow. There are more characters to battle in version 3 compared to the other versions. (Other version have had people opponents more than once, but in other courses). -------------------- c.8. Myogi -------------------- - Takeuchi Itsuki - Kenji - Shouji Shingo -------------------- c.9. Usui -------------------- - Suetsugu Tohru - Kawaii - Mayo and Sayuki ------------------- c.10. Akagi ------------------- - Two people from Tokyo - Akiyama Nobuhiko - Takahashi Keisuke ------------------- c.11. Akina ------------------- - Kouichirou Ikentani - Nakazato Takeshi - Sudou Kyouichi - Takahashi Ryosuke - Fujiwara Takumi - Secret Character (Fujiwara Bunta) ------------------- c.13. Irohazaka ------------------- - Iwaki Seiji - Sudou Kyouichi - Kogashiwa Kai ------------------- c.13. Akina Snow ------------------- - Miki ------------------- c.12. Happougahara ------------------- - Ninomiya Daiki - Sakai - Tachi Tomoyuki ------------------- c.12. Shomaru ------------------- - Akiyama Nobuhiko - Sakamoto - Akiyama Wataru ------------------- c.12. Tsuchisaka ------------------- - Iwase Kyoko - Takahashi Ryosuke - LanEvo V - LanEvo VI - Secret Character (Takahashi Keisuke) - Secret Character (Fujiwara Takumi). Secret Character information: - Takahasi Keisuke is only unlocked when all other opponents in Tsuchisaka is defeated. - Fujiwara Takumi only appears when Takahashi Keisuke is defeated. - Fujiwara Bunta only appears if Takumi is defeated in Tsuchisaka. - All secret characters are unlocked after the game is clocked the first time (aka completed). ------------------------------------------------------------------------------- D.1d: Initial D Arcade Stage Bosses ------------------------------------------------------------------------------- This section will briefly guide on how to reach the hidden bosses in Arcade Stage. Ver.3 and Special Stage information will come soon. ------------------------- Version 1 ------------------------- Fujiwara Takumi appears after completing the characters in Happougahara. Fujiwara Bunta will come afterwards, once the player wins. ------------------------- Version 2 ------------------------- Upon finishing Irohazaka with Takahashi Ryosuke (First time), Takumi arrives. Once the player wins, Fujiwara Bunta will appear and battle in Akina automatically. ------------------------- Version 3 ------------------------- As stated above in Ver.3 Courses: - Takahasi Keisuke is only unlocked when all other opponents in Tsuchisaka is defeated. - Fujiwara Takumi only appears when Takahashi Keisuke is defeated. - Fujiwara Bunta only appears if Takumi is defeated in Tsuchisaka. - All secret characters are unlocked after the game is clocked the first time (aka completed). ------------------------------------------------------------------------------- E.1: TUNES/ Tune Course: ------------------------------------------------------------------------------- Once the user has purchased a card, and a car is selected, the game will ask what type of 'Tune Course' the user would like to apply to their car: - Tune A - Tune B - Tune C - Tune D (Tune D note: This is a stock tune. Parts will be stock, but internal upgrades still apply). During the tune course, you will hit two main tuning stages: - Basic Tune (120k) - Full Tune (990k) The final appearance of the car is shown to the user when selecting a tune course. The mid result of the particular tune is achieved after attaining 120k points, once the player hits 120,000, the car recieves a 'BASIC TUNE': This is where your major parts from the tune course is completed. This includes the 'MAIN INTERNAL upgrade' and all of the 'appearance parts' FROM the tune course you have selected.(e.g the side skirts, front bonnet, etc from Tune A). Internal upgrades will continue to be fitted until 990k. Once the car has hit 990k in parts, all of the internal upgrades have been completed and the player will no longer recieve anymore. (This is called a 'full-tune'). The player will be continued to be asked whether they want parts from different tune courses as they gain more and more points. TUNE COURSE TYPE A: ------------------------- Tune A usually represents the tune course that your anime character would choose for that particular car. The character can be see on the car selection screen upon chosing your car for the first time (For that new card). For example: LanEvoIII is the leader car of the Emperors. Therefore, if you chose Tune A for it and have seen the series, you will aquire the Misfiring System. The other tunes are the players choice of liking. These tunes are made available to suit the player's taste of appearance. TUNE COURSE TYPE B ------------------------- Usuaully a front body kit, rear spoiler, muffler, different wheels. Makes the car look more heavy duty. TUNE COURSE TYPE C ------------------------- Usually a front AND back body kit. Front and Rear Spoiler, Muffler, Wheels. This tune course makes the car look even more heavy duty (or maybe fiery). SUMMARY: ------------------------- - 120,000 is the amount of points required to cover the basic tune. This mean that the t.course has completed in giving your car the main internal upgrade and all the appearance parts seen in the tune- course selected. - The true completion of a car only exists when reaching 990,000 t.points in the game. This is where all the internal upgrades have been fitted. The player will be continued to be asked whether they want parts from different tune courses. (Read below about parts from different courses). New and foreign parts can be fitted by choice. The term 'foreign' means parts that don't take part/ non- existent in the tune course that the player has selected. For example, if a player has selected TUNE COURSE A, He/she will automatically recieve the parts found in that tune course. But.. He/she during gameplay process may be asked whether they want a particular part FROM different tune types, aka foreign to the tune course they initally selected. (From my memory, whenever the player is asked whether they want parts fitted, the parts indicate which tuning course they are from). Important/Main parts from the Tune Course initially selected will always be applied to the car without choice. Once a player has completed the basic tune, they will 'venture off' into different tune courses. They are asked if you want these parts fitted at a price= at the cost of your points. IN VERSION 1: Basic Tune= 60,000 IN VERSION 2: Basic Tune= 120,000 In VERSION 3: Basic Tune= 120,000 ------------------------------------------------------------------------------- F.1: Stars, levels and T.points: (ONLY VER 2 and 3 Has the Racer/battle level capability). ------------------------------------------------------------------------------- Racer levels are aquired throughout the game, for each racer level, a star is printed on the card. A total of 30 Racer levels can be achieved. These stars can be a representation of the player's skill or progress in the game. 6 Racer levels are aquired by playing through LotS the first time (ver.2). You can aquire these levels from LotS, 2 Player and Challenge Bunta Mode. T.POINTS (Tune points): ------------------------- T.Points are aquired by playing the game. By achieveing t.points, the player can progress through their tune course. When playing the game (except in time attack mode), you can increase the number of t.points by battling harder opponents and achieving a higher distance from them. In challenge Bunta mode, you can win or lose T.points. Again, achieving these points allow the player to progress in their tunes. Obtaining Stars: ------------------------- Stars get printed onto your card when you have achieved a 'Racer Level'. Stars can be obtained throughout LotS, Challenge Bunta Mode and VS Mode. In ver.2 reference: - Story Mode: 8 Stars in total can be achieved. (8 Racer levels) - Challenge Bunta Mode: 8 Stars in total. (8 Racer levels) - VS Mode: 12 Stars in total. (12 Racer Levels) ALL cards in Ver.2 and 3 are limited to 30 stars being printed. Racer Levels: ------------------------- Racer levels are achieved by playing the game in either 1p or 2p mode, aka, LotS, Challenge Bunta modes and 2p. Each time a racer level is attained, a star is printed onto the card. Battle Levels: ------------------------- Obtaining b.levels can only be achieved in 2 Player Mode (VS). Once the player has attained a number of b.levels, they also achieve a racer level, following a racer level, a star will be printed onto the card. A player can achieve 30 or more b.levels in the game. The higher the player's level+ consecutive win rate, the higher the price reward in defeating them. If the player has 'Accept Challenge ON', the second screen of the arcade will try to attract players to challenge them. - The screen will show that the player is willing for a challenge. - The screen will then show the price of their neck and how many consecutive wins they have attained. Once the player has achieved over 10 levels, they are capable of attaining an 'aura'. An aura is existent once the player has achieved 11 battle levels. A basic aura is given to them once they hit level 11. A battle level can be lost after reaching over lv 11. Level 11 is the base level, so players who keep losing will only lose up to this base level. AURA: ------------------------- An aura is a representation of the Player's progression in level. The only way in attaining an aura is only achievable through 2 Player Mode. The most basic Aura (Lv11) is dark blue, the aura is very small. The next aura only comes after achieving 10 more levels. Upon reaching level 20, the aura would grow and change more frequently. A good reference in achieving different auras is to attain 5 or more levels each. The best aura that can be achieved in the game is Rainbow coloured, followed by the White Aura. A white aura is achieved in reaching LV30, Rainbow coloured is achieved after LV30+ and 10 consecutive wins. One must be careful though, it is possible to level down, any player can go level down to 11 from any level. Summary: - You can only attain an aura when ur battle level increases. - You can only obtain an aura in 2 Player Mode. - As the player gains more battle levels in VS Mode, their Aura changes. ------------------------------------------------------------------------------- 0.0.3. Credits List: ------------------------------------------------------------------------------- *Please note, these are from different users. I was to revise the bulk of the Faq, not the credits listings. - Suichi Shigeno for creating the original series. - 'Sega Rosso' and 'Naomi 2' For creating/Publishing Initial D Arcade Stage series. - AVEX TRAX: For producing the soundtrack/ eurobeats for the anime. - Anime Department: AVEX MODE (AVEX TRAX) For the production of the anime. - Kodansha for producing the Manga series. - Kazunori Yamauchi for SS.Version. - Dad, for bringing initial d to me as a child. - Family, for the wonderful developments. - My cousins in HK for convincing and lying about my age to get into the arcades of 1999! (Ages ago!). - My cousin's friends for detailing the foreign characters in the game (they knew Japanese ~ The advanced characters, which are just as Chinese). Also for racing with me and generating fun filled memories. - Yes..and even Intencity Marion: For bringing Initial D Arcade Stage (Better late than never guys!!...geez!~ I mean mid 2002!.... >_<) - Racer known as driver: 'Bu' a leveled out and 'up-to-date'/ Informative/ Know it all person for socialising and information exchange about Arcade Stage, its good being with ya, exchanging each other's thoughts, experiences and know-how. Also told me about the Force Quit Feature. ~ "You know you want that aura from me!!" ~ - My patients, knoweledge and true fanhood...hehehe ^_^ (sweat drop). - Driver/ player in HK i really looked up to, known as 'King of Akagi' in his FD. Don't know his name or player name. Not really credit, but if he's reading this, remember what you said: -"I'll play ya again one day speed demon"- (Bet me by +2m advantage metre!)- Im ready for a re- match. (Who cares if its unlikely *_*). - Gamefaqs for releasing my FAQ into their server. ------------------------------------------------------------------------------- 0.0.4. Legal info: Copyright ------------------------------------------------------------------------------- Initial D Arcade Stage Reference Guide version 0.25 and future versions of this Faq is copyrighted by Hugh Lam 2000 on wards. Currently Version 2.00 (2004) Initial D is copyrighted and owned by Shigeno Shuichi (Inlucuding Kodansha, OB, Kikau, to'max, and soundtrack Avex Trax. All manufacturers, cars, names, brands and associated imagery featured in this game are trademarks and/or copyrighted materials of their respective owners. All rights reserved. This reference FAQ is for private and personal use only. Any retail use is prohibited. This FAQ should only be available at: www.gamefaqs.com (Gamefaqs) and www.kashiramojid.cjb.net (d-motion) Please report to hughring@iweb.net.au if this faq is seen any where else or edited (e.g ripp+conversion) but the listed above. If you would like this faq on your website (or directly linked) please contact me first so i can list your name/site~whatever in this FAQ. Further Contacts: sanpukusenka@hotmail.com hughring@iweb.net.au (Subjected to be changed/ edited or added). You can contact me if you have any enquires about the game and anything regarding the reference FAQ. ------------------------------------------------------------------------------- See you again! -------------------------------------------------------------------------------