Daytona USA 2: Battle on the Edge Mini-FAQ (Pocket Strategy Guide) Compiled by Mark Kim (Vesther Faruansy) Gamma 0.7.1 Date of Completion: October 31, 1999 (No time given) Date of Public Release: October 31, 1999 (No Time Given) Copyright Information --------------------- Unpublished work trademarked and copyrighted 1999 by Mark Kim. All Rights Reserved. This file is basically a mirror of my full-pledged Daytona USA 2 FAQ and Driver's Guide. However, this guide ONLY includes strategies taken from my own Daytona USA 2 FAQ and Driver's Guide. This file cannot be reproduced and/or retransmitted in any way, shape, or form (including but not limited to physical, natural, or electronical). This file can only be HTMLized by the sole owner of the file (Mark Kim), and this author will not grant permisson to anyone who wishes to use this file for HTML, ASP, CGI, Perl, C++, VBScript, or any other webmastering forms that exist. 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Daytona USA is a registered trademark and a copyright of the Daytona Speedway Association and is affiliated with the NASCAR Racing League. The Daytona Speedway is the sole, intellectual property of the International Speedway Corporation. All Rights Reserved. Daytona USA and Daytona USA 2 were licensed for recreational/amusement purposes by Sega, Toshihiro Nagoshi, AM2 under respect to all NASCAR and International Speedway Corporation Properties. This FAQ has been created by Mark Kim in respect to all copyrights, as no infringement was intended. I'll make this simple: THIS FILE IS MINE AND THERE IS NO UNAUTHORIZED USE OF IT!!! NO PAID PUBLISHERS (ESPECIALLY EGM AND ANYBODY OF THE ZIFF-DAVIS FIRM) SHALL USE THIS FILE IN ORDER TO GENERATE INCOME OUT OF THIS WORK!!!! THIS FAQ HAS TO REMAIN FREE OF CHARGE AT ALL COSTS!!!! I didn't create this file so that some hack-writer can just slack-off and get paid for it!!! ======================================================================== HISTORY OF THIS FAQ October 31, 1999 ---------------- To give this file a much more pocket nature, I have decided that only the strategies from my very own Daytona USA 2 FAQ and Driver's Guide will be included in this Pocket Strategy Guide. While just about everything has been removed, only the strategies have remained intact and has been refreshened. Oh, since you need to know thy car, I've decided to retain the Player Car section as well. ======================================================================== CONTENTS OF THIS FAQ * Newsflash * Player Cars = Chums Gum (Beginner) = Scorpio (Advanced) = Phantom Full Force (Expert) * Tips for better driving * The Tracks = Astro Waterfall Speedway (Beginner) = Fantasy Amusement Park (Advanced) = Virtua City (Expert) * The Mirrored Tracks = Astro Waterfall Speedway Mirrored = Fantasy Amusement Park Mirrored = Virtua City Mirrored * Do's and Dont's * How to suggest fixes * Resources of this file * Acknowledgements ======================================================================== NEWSFLASH As always, newer versions of this FAQ can be found at my primary web site, http://www.verasnaship.net. If you have any suggestions, fixes, or any other mumbo-jumbo that you have to share with me, then please use this convenient mail form at the following address: * http://www.verasnaship.net/text/emailme.html The only rules I'd like to enforce is that you keep your messages clean at all times. This file MUST be viewed in either Edit.COM, SimpleText, or through a Monotype Font like Courier New or the alignment will not be correct. If the alignment is not correct for any reason, please adjust your browser's preferences so that the fixed font width setting is set at both "Courier New" and at Font Size 10. Here's a sample text to see if your alignment is correct or not: 1234567890 ********** ======================================================================== THE PLAYER CARS Daytona USA 2 features 3 cars of the Number 41 team. Each car has its own skill level that the player can use to variate the challenge in the tracks, although this was a laughing matter in Scud Race and Super GT. Now it's time to relearn the game and master these cars in the three tracks. ------------------------------------------------------------------------ Chums Gum ------------------------------------------------------------------------ Vital Statistics ---------------- Derived Make and Model: 1998 Chevrolet Monte Carlo Acceleration: Least Handling: Greatest Top Speed: Least Downforce: Greatest Tire Reliability: Least Weight Distribution: Handling-Oriented Brakes: Strongest Stability: Greatest Catchup Power: Least Best time on the Beginner Track: 2'23"xx High Points: Handling, Stability, Very forgiving to drive, Best First Car to use when learning Virtua City Low Points: Hard to throw into a Powerslide, Poor Acceleration, Poor Speed, and sliding takes off too much speed. Parrallel Sliding requires use of Manual Transmission. Jump Start Tips: Hold the pedal at the Yellow Region. As the race begins, you should be at the grey region. Press the accelerator softly and when your speed hits 35 mph, quickly pedal to the metal (but don't do this too fast or you'll spin out your tires). ------------------------------------------------------------------------ This is a beginner's car. Although it ranks high in handling, control, and stability, it falls short of overall ratings. It's rather forgiving to drive on the long run because you don't spin out too often with this car, but because of the short wheelbase and high downforce, you won't be able to powerslide easily with this car. This is the car to use if you are learning the tracks or playing for kicks, much like the Porsche 911 in Scud Race. This is the best car to use in Fantasy Amusement Park and Virtua City where handling plays an important role. Also, if you are a Scud Race convert, maybe you should use this car to see how its handling attributes rival those of the Porsche 911. You can't get the fastest lap with this car, so once you can win races regularly with this car, then it's time to upgrade to the Scorpio Car. Don't bother using Automatic on the Technical Courses, though since I'm REALLY PUSHING YOU TO USE THE MANUAL TRANSMISSION (I'm probably four-times the scrub I used to be when the original Daytona USA was out). The Chums Gum can be a nuisance to powerslides because every time you throw this car onto a slide, it corrects it too quickly, resulting in having to reduce speed in blind turns (not to mention that it does lose a lot of speed during slides as well). This car may be easy to use, but in the long run, this car tends to be the hardest car to use in the game because of its high downforce and short wheelbase, alongside with the weakest engine in the game. ------------------------------------------------------------------------ Scorpio Batteries ------------------------------------------------------------------------ Vital Statistics ---------------- Derived Make and Model: 1998 Pontiac Grand Prix Acceleration: Average Handling: Average Top Speed: Average Downforce: Average Tire Reliability: Average Weight Distribution: Made for balanced driving Brakes: Average Stability: Average Catchup Power: Average Best time on the Beginner Track: 2'17"xx High Points: Good balance of Speed and Handling, Livelier Acceleration than the Chums Gum Car, jump starts much easier than with Chums Gum, powerslides can be initiated with this car, More forgiving than Phantom Full Force. Low Points: Unless you learn how to do controlled powerslides, you'll be prone to sliding because of its long wheelbase. Despite the wheel- base problem, the Scorpio shouldn't spin out too often once you tame it. This car disdains any 4-2-3-4 cornering, which makes this car stubborn for those who love to use the stick as part of controlled handling. Jump Start Tips: Hold the pedal at the Yellow Region. As the race begins, you should be at the grey region. Press the accelerator softly and when your speed hits 25 mph, quickly pedal to the metal (but don't do this too fast or you'll spin out your tires). ------------------------------------------------------------------------ Good balace of speed and handling, and in the control of experts, can be prove to be awesome because you don't spin out providing that you are in control of the car, but it's quite prone to grass and concrete since you have a tendency to spin out if you don't keep a firm grip (mainly because of its wheelbase). The speed comes from the stronger engine that it sports out while handling comes from the downforce of the car applied just right so that the Scorpio is a combination of both worlds. Powersliding is more imminent with this car because the longer wheelbase allows you to take corners at higher speeds, but beginners will dislike this car because control is weaker with this car than with the Chums Gum. Once you get a good feel of the gas and pedal, then you should be hanging the competition out to dry. Powersliding doesn't necessarily guarantee faster, more powerful cornering. To conclude explanation of this car, if you want speed but with good handling that rivals the Chums Gum Car, then nothing's more forgiving than the Scorpio Car. The lowest point I have with this car is that the Scorpio is stubborn to ludicrous 4-2-4 shifting, which is a skill favored by many Daytona USA 2 players around the world. This is strictly for use with the Automatic Transmission, as this car lives for "Tap the Brake and turn hard to slide" antics rather than the stick handling that some 4-1-4ers are used to. ------------------------------------------------------------------------ Phantom Full Force ------------------------------------------------------------------------ Vital Statistics ---------------- Derived Make and Model: 1998 Ford Thunderbird Acceleration: Greatest Handling: Slippery Top Speed: Greatest Downforce: Highest Tire Reliability: Greatest Weight Distribution: Speed-oriented Brakes: Weakest Stability: Least Catchup Power: Greatest Best time on the Beginner Track: 2'13"98 High Points: Highest Top Speed and Fastest Acceleration, Best Car to use for any High-Low-High cornering. Low Points: Not a car for ATers, this car lives for MT Driving. Also, you need to learn how to slide with this car or you won't be able to get too far with this one. Jump Start Tips: Hold the pedal at the Yellow Region. As the race begins, you should be at the grey region. Press the accelerator softly and when your speed hits 15 mph, quickly pedal to the metal (but don't do this too fast or you'll spin out your tires). ------------------------------------------------------------------------ This is the only car that you may use if you want to make some good records at your local arcade. It's the ultimate tool to make full use of the Manual Transmission's Advantage. Automatic Transmissioners will dread this car because they are more used to release the gas, tap the brake and almost immediately feed the gas in to kick in the slide style. This is indeed a hard car to master because of it's high response of the wheel, gas, and brakes, as well as the highest curb weight in the game, which may cause some understeer while you're going into no-gas handling. That is why Manual offers advantages over the Automatic. While the Phantom isn't bright about offering much about handling, it gives up for the ease of use to enable the full potential of Manual Transmission handling. All it takes is just some easing up at a straight line just before a bad turn. A good feel of the gas would unleash the Phantom's true handling abilities. There's virtually no room for error on this car, meaning that you'll need to be a Mark Martin to tame this uncaged beast. Also, the Yaw Tolerance is pretty low on this car, but the best part of the Phantom is that once you learn how to use this car at the Expert Track, then the track should be all cake. You'll want to try out the Phantom on Fantasy Amusement Park and Virtua City--these two courses are technical, a lot of squishing and sliding with reduced speed is required. However, with the high torque inside the hood, the Phantom can hang out with the best of 'em. Higher skidpad ratings does not always equate to more confident handling, and this car really proves it! ======================================================================== TIPS FOR HEALTHIER DRIVING 1. When you first play the game, start with the Beginner Track first. Don't try to use the Scorpio or the Phantom Full Force Car right away because they are somewhat frustrating to drive for the first-time player. Instead, choose the Chums Gum Car. It's the slowest car in the game, but it's much more forgiving to drive. 2. Master the art of Airslinging (lining up the car at the same line your drone is at to milk up speed and getting out of the way as you pass the drone). It's impossible to keep up with the competition (as well as with the lead car) without using this technique at its fullest. In order to airsling without error, master this technique at the Beginner Track. 3. It's almost impossible to keep up with the competition at harsh corners without having to slide at ludicrously high speeds. At first, take on the corner at low speed with some sliding. As your skills increase, you can slide ludicrously at higher speeds. Just make sure that you are not going too fast and forcing yourself into a near-spinout experience. 4. After learning how to use the Chums Gum Car, it's time to learn how to use the Scorpio and Phantom Full Force Car. It's nearly impossible to finish this race at first place (with the exception of the Expert Track) without the massive power of the Scorpio and the Phantom. The only thing you need to do is to perservere when taking on bad turns like the Outerspace Sharp. 5. As with all Sega Racing Games, learn how to use the Manual. Although you can finish the race at first place with the Automatic (in Indy 500, you can only get first place using the Manual Car, which pisses me off!), on the long run Manual tends to be more rewarding to use than the Automatic. All it takes is a little more effort on how to shift up and down. Acceleration is slightly crispier with the Manual and curb weight is marginally lighter than the Automatic, resulting in a sheer increase of speed. The only thing I'm asking you not to do is to do any 4-1-4 shifting as with the original. You can 4-1-4 with any car, but you must 4-1-4 just a little before the turn starts and then begin sliding when the gearbox is at fourth gear to avoid spinning out. If you leave the gearbox to 1st gear too long, you'll spin out. In practice, it would be safer just to avoid 4-1-4 shifting. 6. Staying as low as you can with the turn is the best way to take on the corner, but there will be times when Drones will be staying low too. In some cases, drones will be reluctant to let you pass. Try to stay low without any contact with the drones. Avoid any smoking cars since they will crash into you and cut your speed. 7. See the "Enemy Cars" section somewhere on this document for a good view on how to best them. Again, beware of the Black Number 16 Petreloil Car, the Number 51 Brea Dana car, the Number 82 car, and the Light-Blue Number 55 Thorndale Technologies car. They tend to ignore your luring techniques and they soon later on pose lots of problems. If you are trying to go for good records on any track with the Phantom Car, these four cars can be a major problem. They love to push you off the track (especially in hairpins), block your way, slow down (hoping that you'll rear them while you're airslinging them), and to alter your yaw tolerance by driving in a straight line while pushing you while you are sliding. I would say that Number 16, 51, and 55 are the worst, although I can't stress this one pretty well. 8. LEARN HOW TO USE THE PHANTOM FULL FORCE CAR!!!!!!! It's kind of hard to place first in all three tracks without the massive power of the Phantom. All it requires is that you ease up on horrible corners and do a little ludicrous 4-2-4 shifting on certain occasions. The Scorpio Car can stand up to the Technical Tracks but it's hard to beat the Beginner's track with it's relatively weaker engine. Overall, the Phantom Full Force Car (though crippled by its long wheelbase and high curb weight) proves to be the most rewarding car to master, so once you can win races regularly with either the Chums Gum or Scorpio Car, it's time to relearn from fresh vanilla with the Phantom Car. 9. 4-1-4 Shifting is OK with the Phantom Car, but I consider this too dangerous to do. If you MUST do it, 4-1-4 QUICKLY and at a straight line. Now the Yaw should be intolerant enough for you to slide at Fourth Gear. Timing is crucial if you want to slide without drama using 4-1-4, but it would be safer for you to avoid doing this, though. 10. You'll see the differences compared to me and NIC (Cho Jee Ken). Here are the guys who I would like to thank for setting "standard flat-rate times" and for compelling me to improve with every game I play: * NIC (Cho Jee Ken) * STP (Teoh Zhi Xiang) * N.D (Unknown by Author) * KUA (Siamkua) * Anybody at Singapore * Jarno Kokko and Eugene Moon (although I don't know them well) ======================================================================== THE TRACKS Daytona 2 Features 3 tracks as with the Original. Try to use the car that is the most forgiving for you to drive as I CANNOT AFFORD TO SEE YOU SPIN- OUT! As with my Scud Race FAQ, I'll try to go in-depth as much as I can, but there will be a time when Beginner's tactics and Advanced Tactics with each car will be imminent with each track. If you have any more strategies with any track using any car, then please let me know. Chums Gum Car: I'm going to make sure that you don't commit any blatant slides. I made sure that I blend control with speed whenever taking on bad turns like the 360 at Virtua City. Making sure that you avoid blatant spinning of the tires, I'm gonna try as much as I can to make sure that you are braking ahead of time before a bad turn. This is not a fast way to build up a fast lap time, but it's a good way to build up your skill. If you are going to use MT, I'm gonna make sure that I do not commit any 4-1-4 drifting (This is LONG GONE!!!!! TRUST ME ON THIS!!!!!!!), and I also stated out what I recommend that you do when taking on a turn. Please be aware that downshifting while holding the gas can hurt the car's stability and yaw (ability to keep the car stable at lower gears) so you need to keep your foot off the pedal or brake to a certain speed in order to downshift without losing control. It's best to downshift right after slowing down for a turn, and best to upshift when your speed rises. Remember, 0-68mph is the range for First Gear, 69-108mph is the range for Second, 109-158mph is the range for Third Gear, and anything above 158mph should be set into fourth gear. I'm assuming that you are at Beginner's Skill Level when using this Car. Scorpio Players: Now I am going to be a little more faster with the deadliest turns here. I'll give my all-out, reckless driving, out of this world driving techniques at all tracks. I'll tell you what the best speed for taking each turn is, and whenever possible, state out a caution hen you risk hitting the wall or grass. I'll also point out some key areas where signs tend to play an important role in your attempt to take on the turn without drama. This should result in cornering bad turns at higher speeds. If you have found any truer moves using this car, then please let me know. If you are able to get a higher safe speed when taking on a corner with this car, then I'm impressed. :) Phantom Players: Now I'm gonna get faster and harder here because this involves some prototype professional techniques NOT INTENDED FOR THE BEGINNERS. I'll eventually slow down even more and slide by holding the brake while the gas is being held to kick the slide in. I'll tell you when the best time to slide, since this car really allows a lot of sliding here. There is not too much room for error of this car, so I'm gonna try to be as much of a competent driver as I can. I haven't thrown this car at Virtua City yet, so the amount of strategies I give in a track may have some bugs, so I recommend that you fix me as much as I can. Note: At times, I will also give out Cho Jee Ken's way of "not turning hard, full speed ahead style" which will really push your limits to the maximum. Don't perform these techniques unless you have a good feel of the gas, wheel, and brakes, and gearbox. ------------------------------------------------------------------------ ENVIRONMENTAL PRESERVE DOME Number of Laps for most machines: 8 Entries: 40 Skill Level: Beginner Length: 1 Mile Number of Turns: 4 Ideal Average Speed: 200 mph Ideal Lap Time: Under 17"00 Ideal Course Time: Under 2'17"00 Type of Start: Rolling Start Mark's best lap: 16"53, Phantom Full Force 4MT Initials on this Record: HAN Mark's Overall Course Time: 2'13"98, Phantom Full Force 4MT Initials on this Record: HAN NIC's best Race: 2'15"67 NIC's best TT: 2'16"09 Location: Dave and Buster's at Addison, IL ------------------------------------------------------------------------ Index of Major Points: Turn 1: Bank of Garages Turns 2 and 3: Astro Waterfall Curves Longest Straight: Palm Rock Valley Turn 4: Sponsor's Hairpin ------------------------------------------------------------------------ Comments -------- Astro Waterfall Speedway should not be a problem. The only thing you have to worry about is the Sonic Hairpin, which powersliding and/or a reduction of speed is necessary. Use of the Phantom Car is recommended but the Scorpio is a good alternative as well. The best way to pass a few cars is to air-sling as often as you can and possibly stay low on any turn, no matter what the situation is. Since speed is the focus of this track, you minus well learn how to use the Manual. The Chums Gum doesn't have the speed you need. Due to the number of cars on this track, accidents do happen. =( Chums Gum: You are not at home with this track, so it's important that you don't commit such a blatant slide at the final turn if you want to stay competitive. You must learn how to slingshot at the straight before the hairpin in order to catch up with the first place car. It's really difficult to get first place because of its lack of speed. Scorpio: You should have some speed with you as well as a chance to powerslide with zest at the final hairpin (though not as fast as the Phantom Full Force). However, keep in mind that whenever you powerslide through a turn, you will lose some speed (but not as much speed as if you were to hit the wall or kiss the grass). However, some professional techniques in this track should be practiced with either the Chums Gum or the Scorpio first before you even use the Phantom Full Force at the highest extent. Remember there is no 4-1-4 shifting allowed as I highly suggest that you maintain your control at all times. Downshifting while feeding in gas will loosen up the axle, thus making the wheel feel unresponsive as well as jerk the car into a slide too quick, resulting in an instant spin-out. In other words, I'll make sure that I'm as advanced here as much as I can. Phantom Full Force: I give you my eye-popping, reckless driving, chaotic handling, too distorting to believe strategies as I walk you through this track. You can take the final hairpin in two ways as discussed in this section of the guide. If you are able to take on a corner at a different strategy or if your safe speed for the final turn is much higher than mine's, then that's great. :) I give out my tactics as follows: Chums Gum for Easy, Scorpio for Medium, and Phantom Full Force for Expert. To master Advanced Tactics, try to use the Chums Gum Car first. You can't place first in this track using the Chums Gum so practice all advanced tactics with this easy car, and as you get better with Advanced Tactics, rise up to Scorpio, and then Phantom Impulse. There will be times when I give out tactics based upon skill level rather than the use of the car. Start of Race ------------- You will get a rolling start. With this the first lap should be your best lap. Right after the race starts, it's time to start milking out cars (airslinging) for speed. Garage Bank ----------- Beginner: Cut the apex, ease up on the steering wheel, full speed, don't bank the wheel too hard. You can stay very low on this turn, although you also have to worry about the grass at the left side of the track. Advanced: Try to position the car between the white line on the track and the grass so that you can stay very low on this turn. Doing this requires that you have a good feel of the slant of this turn. Sadly and sarcastically, just when you think that staying low perfectly is your game, drones tend to be the problem. Since drones love to stay low as much as you do, make sure that you use caution when doing this. To tell you the truth, I DID have problems with the Number 68 car here. To make things worse, later on the race, the Number 51 and 55 cars were becoming problematic as I fought for First Place! Astro Waterfall Curves ---------------------- Beginner: As you finish taking on the Key Bank, go to the right side so that you will be able to cut the apex of the Key Bank, which is two turns in one, possibly much more dangerous than the Roulette Curve in the original. As these turns begin, nudge the wheel gently to the left so that you can cut the apex of the first part of these curves without touching the grass (I call touching the grass touching or propositioning of the ladies BTW) and right after outting and inning the first part of this turn, do the same thing with the second half of the Astro Waterfall Curves. Only this time, nudge the wheel slightly faster than the first one, but don't instantly nudge the wheel left or you'll experience some reduced handling by the time you take on the Third Turn. If you are afraid that you may hit the wall, then you're always welcome to release the pedal on the second half of these curves. Advanced: This strategy requires tight timing but the results are well worth it. You should try to cut the apex of the first half of the Astro Waterfall Curves. By the time the first half concludes, try to drive parallel to the inside track edge before clipping the apex of the second half of the Astro Waterfall Curves. If done correctly, then you should be thrown to the right side of the track, barely missing the wall. You have to make sure that you reposition the car so that you don't hit the bizarre barrier narrowage at the right if you wish to maintain your speed and tires. Palm Rock Valley ---------------- Try to line up the car directly in front of you to increase your speed. As you get near them, it will be necessary to get out of the way so that you don't front them up which results in a loss of speed. This is a great area to learn how to airsling cars. Sponsor's Hairpin ----------------- This is the worst turn in the Beginner Track. Like the Mount Sonic Hairpin in the original, this is where Beginners tend to meet the horror of the Stock Cars, Concrete. Going full speed ahead and turning left too hard will result in contact with the barrier which will cut your speed gradually and rapidly (though not as severe as the grass) and wear down and damage your tires. Sadly, if you kissed the wall in every lap (and if you were in your eighth lap), then you will lose even more speed and experience some problems with acceleration. Chums Gum: This is where you tend to face the most problems at. Stay at the right side of the track for as much as you can so that you will have some time to brake ahead of time so that your speed won't throw you to the wall that easy. Since drones love to cut the apex as much as you do, it is advisable that you cut the apex with caution. Tap the brake just early enough so that you will powerslide throughout this turn, and as you begin powersliding to the left, make sure that you begin counterbanking the car because if you don't then you'll spin out and ruin your tires a little more. By the time this turn ends, you should have the car straightened up completely. The ideal speed for this one is 185mph. Never go anymore than this figured speed as you may hit the wall or in a spectacular crash if you do so. Be careful when you slide that no drones are close to you at the left since they love to throw you into a wall and possibly into a spectacular crash. You may have to go slower than 185 mph if you have to start the turn from the inside. If done carefully, then you don't need to use the gear shifter at all. It's really hard to powerslide using the Chums Gum because of its high downforce volume. A much better way is to release the pedal, start the turn, and feed in some gas as you cut the apex to minimize the sliding. If done correctly, you won't have to slide at all. Since the Chums Gum Car loses speed while sliding, try to 4-1-4 to force the car into a slide. Be sure that you get the gearbox back to fourth, and the Chums Gum Car back running straight and smooth the sooner the better (but do that ONLY if you can recover without drama). Scorpio: You can take this turn either by using the Chums Gum method of sliding, or you can use the Phantom Full Force way of taking it out. I suggest that you powerslide. Downforce is to a much lesser degree than the Chums Gum Car, but it's rather forgiving to drive because it's wheelbase isn't as long as the Phantom Full Force. Approach the corner at the outside. Brake so that you can slide this turn from out-and-in, and counterbank as you return back from the turn. Make sure that the gas is being fed up as you brake and turn, or you'll experience quite an understeer. The ideal speed here is 185 mph. It's hard to do this turn perfectly all the time since there are foes trying to cut you off here. Phantom Full Force: This is one ludicrous strategy that I am going to give in this track. Approach the turn from the right side, lift off the gas by just a fraction (Darren Everden say it should be 1/10th of the total travel of the pedal) while approaching straight, start turning in the hairpin and press fully down onto the gas while gently counterbanking your car when needed. If done correctly, then you shouldn't have to powerslide too blatantly, nor having the need to use the brakes or the gearshift. This strategy requires a feel of the gas and steering wheel to get the most of it. Timing is everything with this one. If you do not have a good feel of the potentiometers in the game, or if you turn the wheel too hard, then chances are you'll be hitting the barrier in no time. Don't expect to do perfect on this one your first couple of times though as you need to learn from your mistakes to repent from it. HOW TO PASS THIS TURN TAP BRAKES JUST RIGHT, SLIDE OUT-IN-AND-BACK STYLE: Find a good place to tap the brake so you can out-and-in, slow-in, fast-out, stay low with the turn while sliding. Be careful of any cars that are lined up at the outside. As you brake, move into the inside. I would say that you may want to go to the Inside as early as the start of the turn, though I don't recommend it. Be sure that you counter-slide as soon as you can or you'll accidentially go into the pits. You cannot be going any slower than 185 while sliding to stay competitive. Here is the NIC way of "not turning hard left, full speed ahead style": It's possible to slide and still remain in competitive condition without having to allow some time for error and without using the brakes at all. This tactic requires use of Phantom and MT to do this. At the start of the turn, do a quick 4-3-4, and then start sliding. Be sure to counter as you finish the turn. I highly don't recommend this since this throws you away from the low side of the turn, and since I am fishy about taking this turn high-in, low-through, and fast-out. If done correctly, then you should maintain speeds of 190 mph (306 kmh). I like my way better (Tap the brake and slide out-and-in, stay low on turn, slow-in, fast-out style) because then I can get a better course time overall. A good sign of a well-executed hairpin takethrough is when you cross the Time Extension with no contact with the wall at all. Without any contact with the grass, walls, or barriers, you should be at under 17"00 at all costs. To get First Place, you should be under 2'17"00, but if you place AT LEAST third when you get to the Finish Line, then you will see the End Credits. I suggest that your speed hits 200 mph by the time you hit the Next Lap Line, though. WARNING: A GOOD RACE AT THIS TRACK CAN BE RUINED BY A FEW REARENDS AT ANY DRONE THAT YOU ARE FACING IN THIS GAME. BE SURE THAT YOU AVOID ALL DRONES AS MUCH AS YOU CAN. THIS IS IMPORTANT TO KNOW BECAUSE IF YOU WANT TO FINISH THIS TRACK IN UNDER 2'17"00, THEN MAKE SURE THAT YOU ARE NOT TOUCHING THE CARS WHATSOEVER! ------------------------------------------------------------------------ FANTASY AMUSEMENT PARK Number of Laps for most machines: 4 Entries: 20 Skill Level: Advanced Length: 2.25 Miles Number of Turns: 10 Ideal First Lap Time: Under 53"00 for the Chums Gum Car, Under 51"00 for the Scorpio Car, Under 50"00 for the Phantom Full Force Car Ideal Lap Time: Under 45"00 for the Chums Gum Car, Under 45"00 for the Scorpio Car, Under 44"00 for the Phantom Full Force Car. Ideal Course Time: Under 3'09"00 for the Chums Gum Car, Under 3'06"00 for the Scorpio Car, Under 3'03"00 for the Phantom Full Force Car. Type of Start: Standing Start. See the Ticket Entrance Center portion of this guide for details. Or better yet, there's a section devoted to good starts at the Basics section of this guide. Mark's Best Lap: 42"39 with the Phantom Full Force Car MT Initials on Record: HAN Mark's Course Time: 2'54"93 with the Phantom Full Force Car MT Initials on Record: HAN NIC's Chase Car/Race Time: 2'55"51 NIC's TT Time: 2'56"45 Location: Dave and Buster's Addison, IL USA ------------------------------------------------------------------------ Index of Major Points: Starting Line and Straight: The Pirate's High Seas Turn 1: Welcome to the Adventure Drive at Fantasy Amusement Park Turn 2: Sewers into the Haunted House Turns 3 and 4: Haunted House to Outerspace Fantasy Turn 5: Outerspace Galaxy=The Alien Spider Turn 6: Entering the Red Earth Galaxy Turns 7-9: Red Earth=Wrecked Train Hairpin Turn 10: Rainbow to Roller Coaster Corridor Turn 11: Game Center Curve ------------------------------------------------------------------------ Desired Check Point Times: Checkpoint 1: Under 9"00 (Under 14"00 for the First Lap) Checkpoint 2: Under 22"00 (Under 27"00 for the First Lap) Next Lap: Under 43"00 (Under 48"00 for the First Lap) I find it REALLY HARD to keep your lap times under these figures because the track is narrow, there's lots of barriers in this track, and there is not enough room for error as I should speak. ------------------------------------------------------------------------ Comments -------- This track is a lot harder than Astro Waterfall Speedway mainly because it has a variety of sharp turns, a major hairpin, and a very long medium left (this turn is similar to the Final Hairpin on the Advanced Track "Dinosaur Canyon" in the original) and beginners do need some assistance in order to finish this race without taking too much damage inflicted by the walls and the grass. Entering this track, I ASSUME that you know the basics of powersliding, airslinging, cornering, and apex-clipping. Learn them all at Astro Waterfall Speedway. Try to learn the track with Automatic first. As your skill rises, you are free to use the Manual Transmission. Remember my Speed Range Theory earlier on the document. Chums Gum: I will try to strike a good balance of speed and handling as much as I can without all the blatant sliding that you don't want. As much as I try, I make sure that the Easy Car is in complete control when it comes to cornering tough turns at high speeds. Not as fast as the advanced that I will be giving, but it's a steady way to build up your skills at the Outerspace Sharp, Volcano Tear Curve, and the Ticket Center Hairpin. Since the car isn't as lively as with the Scorpio or the Phantom Full Force Cars, I strongly suggest that you use MT. Don't be fooled by the term "Easy Level Car" as it's really hard to throw the Chums Gum Car into a powerslide without having to brake while feeding in blatant gas and banking the wheel as quick as you can, which is not a recommended way to corner. Scorpio Players: There is plenty of Advanced Tactics here, so be prepared to persever. You should have more speed than Chums Gum at straightaways, but shouldn't spin out as often as the Phantom Full Force. I am using the Automatic but if you want to use the Manual, please remember that any 4-1-4 shifting is discouraged. I give you my all-out, reckless racing, eye-popping, I can't believe my name is Michael Schumacher routines in nearly all of the turns, though the worst turn in this track has to be the Outerspace Sharp, which takes a lot of practice to tame. The speeds listed here should be just more than enough for you to burn the competition to a crisp. If for any reason your safe speed is much higher than what I have listed here (or if you are able to accomplish this using Phantom Full Force), then I'm pleased. =) To make sure that you are not touching the grass (ladies in my case) or the barriers, I'll let you know when to brake with the foot off the gas and when to brake with the foot in the pedal. Although you may risk burning or melting up the tires powersliding, just ignore what the coach says via the microphone. All I'm asking for you is to have a good feel of the gas pedal and wheel while doing these techniques. Phantom Full Force Players: It's important that you start easing up even earlier in bad turns to allow some room for error. Your main concern has to be the Outerspace Sharp. I'll try to pin-point how to corner the Outerspace Sharp without any full-speed, turn hard left style. Also, I'll tell you how to take on the Volcano Tear Curve and the Ticket Center Hairpin without any lawn or barrier contact. As with the Scorpio, all tactics will be advanced. However, the speed and handling differences between the Scorpio and the Phantom Full Force is adequately enough for me to post separate strategies. Please keep in mind that slowing down may also involve some downshifting so be prepared to switch gears. Pirate's High Seas ------------------ It's time to play with the big boys. No more rolling start. To get the best out of this, hold the needle to the yellow region of the tach. When the race starts, make sure that the needle is still at the gray portion of the tach. When your speed climbs up to 20-30mph, pedal to the metal to milk out some speed. Try not to pedal to the metal instantly because you will experience blatant tirespin if you do so. Just gently pedal to the metal for the best results. To get the most out of your good start, please see the Cars section of this document. Pirate's Boat ------------- This is a good area to airsling your opposition, but the hills can be a great hinderance since you increase your speed when going downhill and lose speed when going uphill. Welcome to the Adventure Race at Fantasy Amusement Park ------------------------------------------------------- You can take this turn at full speed. Use this turn to prepare to stay very low on the Horror House turn. Sewers to Haunted House ----------------------- This turn can be taken at full speed. Try to stay very low on the turn (this requires good timing) as much as you can. However, your main concern when staying very low on this turn is the drones, who love to stay low on this one as much as you would. I would say that you shouldn't be dropping below 200 mph with the Phantom Full Force Car, and no less than 199 mph with the Scorpio Car. With the Chums Gum Car, it's tough to tell you, though. This is where I had a problem with the Number 16 Petreloil Car at. Haunted House to Outerspace Galaxy ---------------------------------- This turn can also be taken at full speed. Try to keep a straight line for as much as you can (apex-clipping is acceptable as long as you don't track-out) to maintain your speed. To tell you the truth here, I have a MASSIVE PROBLEM with the Number 16 Petreloil Car as I tried to stay as low as I can. You may want to move into another line and when you can get back in the low side without being cut-off, move back to where you were at. Number 16 is a BIG PEST, so steer clear of this cheeser at all times. Outerspace Shooting Gallery --------------------------- Use this straight just before the Outerspace Sharp to airsling as many cars as you can. Be aware that the Outerspace Sharp is coming up so don't let this straight fool you. Outerspace=The Alien Skeleton Spider ------------------------------------ This is a bizarre turn that requires you to clip the apex just right using out-and-in style and having a good feel of the car in order to get away from this one without too much damage. There are turn signs at the right side of the track signaling that this sharp left is coming up. Beginners will need heavy assistance here in order to get away from this curve with no wall contact the first time around. Chums Gum Car: This is the worst turn in the game, and requires you that you don't go any faster than 160 mph. You may have to go slower or faster depending on skill. You can powerslide although this is rather dangerous because sliding right into the right barrier could cause damage to your car and possibly extreme tire wear and drivetrain malfunction. There are three signs just before the Outerspace Sharp begins. Just a tiny bit before you pass the Third Left Sign (or exactly when you touch the third warning sign), brake to the 150-160 mph range from the right side of the track while the foot is off the pedal. Now gently cut the apex and refrain from feeding in full gas until you're able to get into the Second Time Extension without any contact with the right barrier. If you were powersliding, then you should be able to counter in a flash though it's pretty dangerous due to the quick nature of the turn. If you are able to minimize the powerslide and take this crappy turn at even higher speeds, then I'm impressed. :) It's possible to minimize sliding with the other cars in this turn as well, though my experimentation has been limited. If you are not powersliding this turn, then I strongly suggest that you don't feed in too much gas until after the turn. Scorpio Car: A little before or exactly when you "hit" the third warning sign, you should be braking to 165 mph or under while the gas is being fed up from the right side of the track. You may have to get the foot off the gas before braking, then resume gas feeding to have the rear wheels spin just right so that you can slide through this turn. Taking this turn without error requires a good feel of the gas and wheel, and sliding is pretty difficult here because the track is kind of narrow here. Even though I couldn't be taking this turn at any faster than ~155 mph, I still pulled off first place with this car if my course time was under 3'05"50. Phantom Full Force: You will have quite a difficulty trying to time this turn because not only the car is heavy, but the long wheelbase will deter your chances of getting out of the turn clean. A little before you "hit" the third warning sign, release the gas, brake, and while braking, feed in gas to spin-up the rear wheels just right so that you can slide this lamer. Downshift to Second Gear just a little after you pass the Third Warning Sign and tap the brakes lightly. Slide and do a quick 3-4 and control the gas feed so that you can get out of this turn without any barrier contact. It's hard to avoid any possibility of Barrier Masturbation since the course is rather narrow. =( Although the ideal speed is 165 mph, you should try to strive to go faster or slower depending on your personal experience. A good feel of the gas and grounds for immediate counterbanking after this turn is required. Don't feed in too much gas or you'll kiss the barrier at the right. This is a hard turn to slide through because the track looks so narrow here. Timing is everything to cut the apex without error or penalty. At the second Time Extension, you should be at 4th gear and your speed should be AT LEAST 180 mph to keep up with the competition. Never try to slide at Third Gear or you may increase chances of Barrier Masturbation right here. Try to downshift to Second Gear and brake *a little bit* so that you reduce chances of hitting the wall. You may need to do a quick 1-4 to buffer the slide (and reduce chances of Barrier Masturbation). Be careful that you are NOT turning too early or you may get into a spectacular crash. I can't stress how important it is to downshift to Second, then persist to a quick 1-4 as you start the turn, but this is just one turn that will slow you down greatly. Entering the Red Earth Galaxy ----------------------------- Take the next turn at full speed, staying low as much as you can. Don't let the slight bend fool you as the Wrecked Train Hairpin is coming up and it happens almost instantly that you can't believe it in your eyes. OK so there are turn signs to alert you that the Wrecked Train Hairpin is coming up. Read on. And don't take on this one turn hard right, full speed ahead style as you may kiss the barrier at the right as this turn terminates. Red Earth=Wrecked Train Hairpin ------------------------------- This hairpin is murderous. A nice way to ruin your day is to take on this hairpin full speed ahead, turn hard right style. Don't do it. I have came up with these strategies to help you out. Chums Gum Car: Stay at the left side of the turn just before the Wrecked Train Turn begins. Drag your foot off the gas and brake to 135 mph just before the turn starts. Cut the apex smoothly while trying not to over- feed the gas. If you want to slide here, then YOU MUST feed in the gas to the absolute maximum while braking to 135 and then bank hard as the turn starts, but you need to be a good counterbanker to make the most out
of sliding.  Outing and inning with no gas braking at 135 mph is probably
a safe bet (although it isn't as fast as you thought I should be).

Scorpio Car: Stay at the left side of the turn just before the Wrecked
Train Turn begins.  The timing to take on this hairpin is rather tricky
because there are bends before the turn begins that deter your nice
timing on this one.  Release the gas, brake, and almost immediately feed
in the gas so that you can spin out the rear wheels just right so that
you can slide this turn.  The ideal speed range is between 145 mph to
150 mph.  Cut the apex while sliding, making sure that you counterbank
the turn.  I would say that the best time to prepare for the turn would
be to brake just before the left kink that guards the hairpin.  Be sure
that you downshift to Third Gear as you slow down, and feed enough gas
so that you are kicking the slide in or the slide won't work.

Phantom Full Force: This may seem to be the worst foe in the game, but
it's possible to get away with murder here in this turn.  There are two
ways to do this.  Let me tell you my usual way first:

Enter the turn from the left side of the curve.  From the final caution
sign before the Wrecked Train begins, cut your speed to under 170mph/273
kmh and brake nearly at the same time.  Try to keep your foot on the gas
and slide this turn.  Stay at Third Gear and try to shift back to fourth
gear when it's safe to counter and use up the Phantom's Torque without
drama. This requires that you have a good feel of the steering wheel and
the gearbox if you want to avoid the grass and the barriers on both sides
of the track.  My estimates here are in between 155 mph-165 mph (250 kmh-
267 kmh) with some sliding, though it's hard to say because all I'm asking
for you to do is to counter before you enter the Rainbow Corridor and that
you have a good feel of the wheel and the gearbox.  Try not to drop below
160 mph/257 kmh as you are taking on this turn.  Alternatively, you can
release the pedal and downshift to Second, then back to Third almost
immediately after you start sliding as you pass the final Caution Sign,
although doing this requires that you have a better feel of the wheel and
the gearbox before the Rainbow Tunnel.  You MUST have the car back in
straight running condition in order to maintain your speed and avoid a
possible barrier hit at the right side of the track.

Rainbow Corridor to the Roller Coaster Rides
--------------------------------------------
The easy left can be taken without any loss in speed, and this area is
as close to a straightaway, so you should utilize your airslinging
technique to the fullest just before the Game Center Curve starts.

Game Center Curve
-----------------
This is similar to the final hairpin at Dinosaur Canyon in the original.
It's seemingly sharp and tricky to negoitiate but there seems to be a
pointer that enables you to take on this curve using fourth gear and
without having to sacrifice too much speed.

Chums Gum Car:  Now I'm going to get extremely hard here because this
tactic involves taking this turn at speeds between 165 mph to 170 mph
without any sliding at all.  Brake while the foot is off the gas from the
outside of the track.  Now as the turn begins, finish braking, clip the
apex, and gently turn the wheel to the left.  You will have to do a lot
of rapid-gas tapping in order to avoid kissing the grass and barrier near
the end of the hairpin.  It's kind of hard doing this, so stay on your
toes.  Be careful of the drones who just love to cut the apex with some
sliding because they can drag you to the grass in the middle of the turn
so try to be careful while taking this turn with controlled gas feed.
After the turn ends, you should be accelerating.  If your speed exceeds
170 mph for any reason, then release the gas and when the speed goes
under 165 mph, floor it.  This is really hard to do because it's more of
an advanced tactic from this point on.

Scorpio Car: There are two ways you can take this turn: Reduced Gas Feed
to minimize powersliding, or you can get into a blatant powerslide (and
lose speed but not any lower than 156 mph).  Both requires a good feel
of the gas and wheel at all costs, and you need to be cutting the apex
in order to optimize your performance.  However, the preferred way to
take on this turn is with powersliding (though you'll melt up the tires)
by braking while the gas is being fed up right just a little after you
pass the final hairpin sign (but just before the straight terminates),
turn left and cut the apex, and release the gas as you start sliding.
Timing is critical in order to maintain your speed.  If your speed drops
to 160 mph, then that means that your timing is lousy.  You may have to
feed in some gas (but not all) in order to keep your speed above 165 mph
at all costs.  After finishing the turn, you'll need to counterbank to
avoid spinning-out.  Try to gradually counterbank as the turn progresses.
This is ridiculous but should be the key into counterbanking with less
effort.  Otherwise, sliding from out-and-in with controlled gas feed at
speeds of no more than 165 mph is the safest bet.  You'll have to get
the car straightened up and running smooth by the time you're about to
cross the next lap line.  DON'T FEED IN TOO MUCH GAS IN THIS TURN OR
YOU'LL BE SORRY!!!!

Phantom Full Force: You will be reaching speeds of AT LEAST 200 mph by
the time you reach this lamer.  You should be lined up at the right side
of the track just before the turn starts.  Use the turn signs to your
own advantage.  Line up at the right side of the track.  Begin to slow
down by the time you "hit" the Third Warning Sign.  You should slide
at speeds of in between 160-165 mph (257-265 kmh).  Don't drop below this
speed range either.  Higher speeds are possible, although my experimentation
is rather limited here, and the corner's sharper than the Fossil Tear
Curve at the end of Dinosaur Canyon of the Original.  You may need to do
a quick 4-1-4 to buffer the slide a little bit.  Downshifting is OK as
long as you are not poised to spin out in the middle of the turn.  Take
good advantage of the Potentiometers or try rapid-tapping throughout the
turn.  If you are using the KMH speed measurement, it's important that
YOU DO NOT DROP BELOW 265 KMH to maintain your flare.  By the time your
starting the next lap, you should be in fourth gear, running at speed of
AT LEAST 190 mph (to keep up with the competition), and you should have the
car completely straightened up.  Sloppy timing during the sliding of this
hairpin will result in a HARSH BARRIER CONTACT JUST BEFORE THE NEXT LAP
LINE.  No good.  EXPERTS ONLY: Approach this turn from the outside.  As
you see the final turn sign, brake at a straight line *just right* as you
downshift to second.  Now slide into the inside of the turn and shift
back to third then fourth.  You shouldn't be dropping below 155 mph for
any reason, and make sure that you are counterbanking gradually as this
turn progresses.  Being able to avoid the barrier near the next lap line
requires a good feel of the gas and the wheel.  You need to average around
160 mph on this turn in order to keep up with the competition.  Try not
to get into a choppy slide here as you definitely need to get the car back
straight in a hurry.

In order to rank in the top three, you need to average around 170 mph
at the Red Alien Skeleton Spider, preferrably at 160 mph on the Wrecked
Train, and possibly 165 mph (with sliding with the Scorpio and the Phantom
Full Force cars) at the Game Center.  Your speed should be hitting AT LEAST
190 mph/306 kmh as you are crossing the Next Lap Line.  You will see the
victory lap if you happen to place on the Top Three.  To sit on firs
place, you MUST NOT go any slower than the following, though the course
time is all that matters to me:

- Under 53"00 on the first lap and below 45"00 with the Chums Gum Car
- Under 51"00 on the first lap and below 45"00 with the Scorpio Car
- Under 50"00 on the first lap and below 44"00 with the Phantom Full Force
  Car.

In order to sit in first place, you must not go any slower than the
following figures and you need to be Jeff Gordon to pass this track
taking turns at ludicrous speeds:

- No slower than 3'09"00 with the Chums Gum Car
- No slower than 3'06"00 with the Scorpio Car
- No slower than 3'03"00 with the Phantom Full Force Car

------------------------------------------------------------------------
VIRTUA CITY
Number of Laps for most machines: 2
Entries: 30
Skill Level: Expert
Length: 5.75 Miles
Number of Turns: 30 as I should speak of this update...
Ideal First Lap Time: Under 2'05"00 for the Chums Gum Car, Under 2'03"00
for the Scorpio Car, Under 2'01"00 for the Phantom Car
Ideal Lap Time: Under 1'58"00 for the Chums Gum Car, Under 1'56"00 for
the Scorpio Car, Under 1'55"00 for the Phantom Car
Ideal Course Time: Under 4'03"00 for the Chums Gum Car, Under 4'00"00 for
the Scorpio Car, Under 3'58"00 for the Phantom Car
Type of Start: Standing Start.  See the Basics section or the Downtown
Virtua City Bus Stop for details on how to get a good start.
Mark's Best Lap Time: 1'51"36 with the Phantom Full Force 4MT
Initials on Record: HAN
Mark's Course Time: 3'46"78 with the Phantom Full Force 4MT
Initials on Record: HAN
NIC's Chase Car Time: 3'46"97
NIC's TT Time: 3'44"27 (WOW!)
Location: Dave and Buster's Addison, IL USA
------------------------------------------------------------------------
Index of Major Points in the track

Starting Point:  Downtown Virtua City
Turns 1-3:  Beautiful Skyscrappers
Turns 4 and 5:  Hardy Street
Turns 6 and 7:  Back into the Skyscrappers, Cross Toshihiro's River
Turn 8:  Virtua Recreational Park
Turn 9:  Yu Suzuki Hairpin
Turn 10:  Business District Bend
Turns 11-14:  Research and Development Seaport
Turn 15:  Tunnel Entrance
Turn 16:  Tunnel Dip
Turn 17:  Enter Interstate 90
Turn 18:  Interstate 90 Bend
Turn 19:  Interstate 90 Bank
Turn 20:  Start of Exit Ramp
Turn 21:  360
Turn 22:  Welcome to ComEd of Virtua City
Turns 23-25:  Commonwealth Edison Sharp Divide
Turn 26:  Back to Interstate 90
Turn 27:  Downtown City Limits Line
Turn 28:  Subway Transit Hairpin
Turns 29 and 30:  Return to Downtown Virtua City

------------------------------------------------------------------------
Desired Check Point Times

Checkpoint 1: Under 16"00 (Under 22"00 for the First Lap)
Checkpoint 2: Under 43"00 (Under 49"00 for the First Lap)
Checkpoint 3: Under 1'03"00 (Under 1'09"00 for the First Lap)
Checkpoint 4: Under 1'24"00 (Under 1'30"00 for the First Lap)
Checkpoint 5: Under 1'52"00 (Under 1'58"00 for the First Lap)

The checkpoint times are what you need to do if you want to achieve an
under 3'50"00 course time, which is hard to do.  If you can make it
through the CPs any faster than the aforesaid, then I'm impressed. =)

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

Comments
--------
Don't ask me about this course.  This is totally hard.  Set in a proud
and respective place that looks like Chicago in some sorts, Virtua City
is a master's course with lots of turns, blind areas, weird corners, and
a variety of complicated areas to negotiate.  You travel around the
downtown district of the city into the seaport of Virtua City, inside
the tunnel, into the Uptown region of Virtua City, and back downtown.
Don't expect to complete this course your first couple of times, though.
This track tests your ability to be a competent driver rather than on
speed (as with Seaside Street Galaxy in the original and as with Classic
Castle in Scud Race).  It will take all your might and control of the
car in order to finish this track.  There are lots and lots of hard
turns in this track and you may be running out of time in nearly every
section, but later on it's your skill that is consuming all of your
time.  Having played this track lots of times already (It took me four
years to master the original!!!!  I got a 3'24"81 on the Seaside Street
Galaxy Course with the Manual), maybe it's time to put my mouth where
it belongs.

Chums Gum Car: This is the car to use if you want to know how to tame
the track.  I'll try to be as conservative as far as driving through
horrible turns as much as I can.  You may not be able to finish the track
your first couple of times though because there are some corners that
compel you to take them at higher speeds without hitting the barrier or
the grass.  I'll let you know when to slide or not, and when is the best
time to cut your speed.  I will assume that you will be using Automatic
Transmission at this point because the Chums Gum Car tends to be the
least forgiving car to drive when you use Manual Transmission.  This was
meant to be used by the Automatic Transmission Driver who doesn't want
lurid slides but to corner turns without penalty.

Scorpio Car: The next step after graduating from the Chums Gum Car Class
in terms of cornering.  With some speed, you should be able to get some
fast lap times.  However, in this course, the most essential weapon is
lots of caution when sliding because there are some narrow passages and
obscene corners abroad.  I would stick with Manual Transmission because
although you need to put just a tiny bit of effort into learning, you'll
experience quicker acceleration and faster lap times.  So in conclusion,
there will be times when I will base the tactics using Manual Transmission.

Phantom Full Force: The reason why I didn't bother to give out strategies
based upon this car is because the car itself is hard to control.  At
first, I just thought that a car with crisp acceleration and forgiving
cornering was the key to beat this course.  Later on, I found out that
mastering the Phantom Full Force's high-capacity Manual Transmission was
the key to mastering this course.  There's a tiny bit of room for error
so I'll try to be as cautious as I can.  BTW I'd like to tell you that
the strategies based upon this car assumes that you're using Manual
Transmission. :)

Starting from Downtown Virtua City
----------------------------------
You will start this race the same way you started the Fantasy Amusement
Park Race.  To get the best out of this, hold the needle to the yellow
region of the tach.  When the race starts, make sure that the needle goes
to the gray portion of the tach.  When your speed climbs up to 20-30mph,
pedal to the metal to milk out some speed.  Try not to pedal to the metal
instantly because you will experience blatant tirespin if you do so.  Just
gently pedal to the metal for the best results.  In order to prepare for
the first turn, you will have to be at the right if you want to maintain
your respective speed beyond the first lap so use this lap to stay at the
right side of the track to avoid any unnecessary slowing down.

Beautiful Skyscrappers
----------------------
To maintain your speed, make sure that you are at the right side of the
track when the turn begins.  Staying at the inside will result in either
loss of speed, blatant slowdown, or even worse, a spectacular crash.  The
ess part of this curve (just before the Downtown Bent) can be taken at
full speed provided that you are not posed to hit the barriers.

Michael "Rage" Hardy Street
---------------------------
This seems to be the worst part in the track because this turn requires
that you stay at the inside as much as you can while trying to make sure
that you are heading back into the corridor smoothly.  I found this turn
to be hard on Beginners because a single mistake could flash "Accident."
To disdain drama, here are some tactics that you need to know:

Chums Gum Car: Stay at the outside of the turn and work your way to the
inside as the first corridor terminates.  Gently get back to the second
corridor by hugging the inside of the turn, but be careful that you don't
overdo the execution of the turn.  I find this turn to be hard to pass
without error with the Chums Gum Car because this car has a bad habit of
correcting any sliding tendencies in a hurry.  Try to stay centered as
you enter the second corridor by the time you finish straightening up your
car.  My estimated speed would be no more than 175 mph with some sliding
but it's hard to time the slide right because now I'm used to the Phantom
4MT Car. =(  Don't yank the steering wheel too hard as you turn, though.

Scorpio Players: Approach this turn from the left side of the first
corridor.  Keep your foot on the gas as you brake down to 180 mph.  You
should be able to slide.  Try to stay on the inside of the turn for as
much as you can.  Don't overdo the apex-clipping or you may damage the
front bumper (or even worse, a spectacular crash).  By the time you finish
taking on this turn, you should try to get the car back running straight
and smooth and centered through the second corridor.

Phantom Full Force Players: You will be reaching speeds of almost 210 mph
so it's important that you approach this turn at the left side of the
corridor.  Brake at a straight line and make sure that you are taking
this turn at no faster than 185 mph.  Hug the inside as much as you can
but don't overdo it or that overdo may be your last.  Be sure that you
focus on getting the car straightened up by the time you reach the TN
area before the first Time Extension.  A good feel of the gas is a must
in order to sit for a soft transition from the first to the second
corridor.

Back into the Skyscrappers, Cross Nagoshi's River
-------------------------------------------------
Don't let the easy right fool you because that's when it all of a
sudden becomes a sharp left.  The Nagoshi curve is somewhat similar to
the Outerspace Sharp at the Fantasy Amusement Park, but it's a lot
deadlier, and you need to slide as early as you can (a little bit
before the turn begins) in order to avoid any possible barrier or
grass contact.

Chums Gum Car: Here, you'll want to slow down to 155 mph while time
permits before the Nagoshi Curve begins.  Do some apex cutting, but this
turn is rather obscene for my personal reasons.  You should keep your
feet on the gas while braking, and while you are sliding, don't feed
in too much gas, and counterbank as early as you can.  If you time it
right (you should be at the outside when the turn starts), then you
should clip the apex without too much trouble.  Be sure to get the car
centered and away from the extreme sides for optimum performance.

Scorpio Car: Position the car just outside before the Toshihiro Nagoshi
Sharp Curve begins.  Release the gas while almost immediately braking to
under 160 mph.  Now almost immediately feed in some gas to kick in the
slide while banking as hard as you can to initiate the slide.  Don't
overfeed the gas while performing this turn, and make sure that you have
the car straightened up and running parallel as you pass the first time
extension of the track.

Phantom Full Force: There will be a 50/50 chance that you may need to
downshift while you brake to under 170 mph on this turn.  Make sure that
you take this turn from the out and in, and try to hug the apex as much
as you can.  Be sure that you don't overdo it or you may crash HARD.
Have the car straightened up as you cross the first Time Extension.  Try
to slow down ahead of time and start the turn as early as you can (but
not too early) so you don't have to deal with blatant grassmowing or
any barrier intercourse (tm).  Remember, the easier you are on this
turn, the better.

Virtua Recreational Park
------------------------
You can take this turn at full speed.  Try to start the turn from the
outside and move gently into the inside.  Just before the Yu Suzuki
School Curve begins, you should be at the right side of the track for
apex-clipping purposes.

Yu Suzuki Hairpin
-----------------
To increase your chances of passing this turn without any lawn contact,
try to cut the apex while either sliding or giving the car reduced gas
feed for control (depending on wheelbase and downforce).  To avoid any
blatant excuses, here is the lowdown:

Chums Gum: You should be lined up at the outside of the turn when the
turn begins.  Brake to under 165 mph, and no lower than 160 mph while
you are not feeding in any gas.  Clip the apex and keep on turning while
doing some rapid-tapping, making sure to avoid the grass at the left.
If done right, then you shouldn't have to worry about any powersliding,
though the competition is rather fierce in this track.  Try to have a
good feel of the gas while in this turn because knowing how much gas you
can feed before you screw up is essential.

Scorpio: This is much like the Ticket Center Hairpin at the end of the
Fantasy Amusement Park, but it is a lot deadlier, simply because there
are no signs to assist you in slowing down ahead of time.  When the turn
starts, brake while the gas is being fed to the maximum and move to the
outside.  After reaching the apex of the turn, release the gas.  You will
need a good feel of the gas to maintain your speed here and to avoid the
grass at the right.  Slowly counterbank as the turn progresses, and be
sure to watch the amount of gas you're feeding in.  Overdoing the slide
could result in a spin-out, a sign that your timing was SLOPPY.  I would
say that no more than 165 mph and no less than 155 mph would be safe
enough.

Phantom Full Force: Approach this turn from the right side of the track.
Tap the brake and downshift to 2nd Gear at a straight line and start the
turn.  You should slide.  Now shift back to 3rd and finally to 4th gear.
It may be necessary to keep the gearbox to Third until the turn ends for
the interest of avoiding the grass at the right.  If you want to slide
this turn with 4th gear, then you will need to have a good feel of the
gas.  The right amount of gas feed in this turn should keep you inside
of this turn for as much as you want.  Be sure to have the car running
straight and smooth by the time this turn terminates.

Business District Bend
----------------------
This easy right can be taken at full speed but be careful of the dip
because every time your car dips, you tend to lose control if your
car is not on a straight line.  Up until you reach the Research and
Development Port you should be doing a lot of airslinging to catch up
with higher-ranking cars.

Research and Development Seaport
--------------------------------
Yep another sharp right which has the cheating bastard triangle that
enables you to blatantly cut the apex from the outside.  Brake without
any gas pedaling from the outside, and when the turn begins, cut the
apex of the first right.  You may be at the inside of the second right
turn.  If you feel adventurous, then you can treat the first two sharp
rights as one hairpin turn but I wouldn't do so because the next sharp
left holds an opportunity to cheat on the track.  Now this strategy
will apply to all cars and all skill levels: Stay at the outside of
the track for as much as you can, and just a little before the turn
starts (you should get some cue from the turn signs), release the gas
and almost immediately brake to under 140 mph.  Now cut the apex and
don't feed in too much gas.  Don't ever do any full throttle cornering
here as you may be hitting the barriers.  Try to stay centered in this
turn for as much as you can so you can prepare to take on the cheating
bastard sharp left which follows after the R&D Sharp Right.  Be sure to
downshift to 3rd as you are braking if you are using MT.

Phantom MTers Only: From the Third Right Sign, you'll want to release
the gas, cut your speed to Second Gear, and as soon as you start the
turn, immediately shift back to Third, and then turn.  Try not to slide
because this is an obscene corner.  You'll need to continually punch
into Second and Third in-and-out, and have a good feel of the gas to
maintain your speed (but don't go too fast here).

This reminds me of the Twin Ess Curves from Super GT/Scud Race.  With
the exception of possible controlled sliding at speeds up to 145 mph
(234 kmh), the corner's rather obscene, and you need to be careful if
you're planning to go into a slide.

The Virtua Warehouse
--------------------
You should be centered by the time this left starts.  Start the turn
as early as you can.  You may end up sliding, but that shouldn't stop
you from picking up some much needed positions from this point on.
This tactic applies to all cars.  Just watch out for how much gas you
are feeding in because feeding in too much gas will cause you to hit
the barrier at the right.  Cut the apex too blatantly and you'll end
up hitting the barrier at the left.  Get the car straight and smooth
just before this turn ends.  You should still be at 3rd gear, though.

Phantom MTers Only: Start the turn as early as you can (but too early
will result only in a harsh hit that will cut your speed terribly) by
punching into second and braking a bit.  If you are sliding, try to
tap the pedal while countersteering.  Be sure that you cut the apex
of the final stretch of the turn by using the "High-Low-High" drifting
technique.  You should have the car straightened up, back to fourth
gear, and running at least 160 mph at the Second Time Extension.

I find it more economical to upshift to Fourth Gear the earlier the
better.  Do it ONLY if you think you can get out of the Warehouse
without any harsh wall contact, and if you can get the car straightened
up by the time you enter the Tunnel.

Tunnel Entrance
---------------
Right after the Cheating Bastard Left and right as you pass the Second
Time Extension, you should be taking these two curves without losing
speed.  Be sure that you are not accelerating at full strength until
after the cheating bastard turn.

Tunnel Dip
----------
Despite the dip right after the time extension, this turn can be taken
at full speed.  Be careful if you happen to powerslide from the result
of the dip, though.  You should have the car straightened up by the time
Jacky Bryant's Tunnel Exit is about to start.

Enter Interstate 90
-------------------
Now we have an easy left suddenly becoming a hard left.  Try to stay
centered for as much as you can.  This one is a lot tricky than the
Spaceport Curve at Seaside Street Galaxy in the original.

Vestiroth:  Taking the Spaceport Curve, right after I pass the Second
Turn Left sign, I would just cut my speed to 178 mph, remove my foot
from the gas, and refrain from accelerating until after I get the car
completely straightened and forseeing that I didn't touch the grass at
all.  This one is a lot trickier to do because while the original allowed
powerslides without loss of speed, this one virtually doesn't making
gameplay much more fierce in turns like these.

Enough rambling about the general, let's just get onto the tactics.

Chums Gum Car: It's really hard to come to a powerslide here since the
downforce is pretty stiff and the wheelbase is pretty small, both are
grounds for reduced chances of powersliding.  There is a way to REALLY
pick up the pace here.  Stay at the left side of the track (I'm assuming
that you are using the Manual Transmission).  Now as you approach the
final warning sign (located at the top of the tunnel), do a quick 4-1-4
and start sliding.  You may need to do another quick 4-1-4 to buffer the
slide a bit so you can reduce chances of hitting the wall at the right.
Be sure that you get the car straight and smooth before you enter I-90
at all costs.  This is one of the reasons why I suggest that you master
other cars.

Scorpio Car: In between the second and third left signs on top of the
tunnel, you'll want to keep your foot on the gas because you need to
slide this lamer at full speed.  I would try to stay in the middle as
I prepare to brake to under 170 (I slided the second half at 167 mph)
mph while the foot is on the gas, begin my blatant sliding (it may be
necessary to slide just a little more blatantly than with the Phantom
Full Force Car), and if done right, I should have the car back to
parrallel position.  This is kind of hard to do because the track is
kind of narrow to my tastes, and timing is rather crappy because the
easy left before the hard left really hurts your concentration.

Phantom Full Force Car:  Believe it or not, THIS TURN CAN BE SLIDDEN
WITHOUT PENALTY!!!!!  It may look pretty bad (because there are barriers
on both sides of the track) but there is a way to corner this turn
without the penalty.  Stay at the right side of the track *just right*
and the best time to downshift to Second Gear is when you are "touching"
the final Left Turn Sign at the top of the tunnel.  When you get the
Phantom to slide this turn, upshift to 3rd.  When you can finish the
turn without any further problems, upshift back to 4th.  The ideal
speed would be 175 mph, which is my estimate.  Be sure that you have
the car running straight and smooth by the time the tunnel terminates.
It's hard to slide without drama because the track's pretty narrow.
I highly recommend that you do the downshifting in between the second-
to-last and the last caution sign (There are Four) by punching into
second, and if you can make it, keep flooring it and upshift to Fourth.
Even if you can't do instant 4-2-4 as you pass the final caution sign
and have the car nice and parrallel as the tunnel terminates, sliding
from the Second Caution Sign and doing 4-2-3, then 4 if you can pass
this turn without error would be a safe bet (updates are probable here,
so stay tuned).

Interstate 90 Bend
------------------
This turn can be taken at full speed.  It's important that you try to
stay as low as you can to keep up with the competition.  Staying high
in this turn will only result in a slight loss of time.  You can line
up your car in between the line and the grass, but it's rather hard to
do since you're here to see how much of a competent driver you are.

Interstate 90 Bank
------------------
The key here is to take this turn from the left, move to the right, and
get the car back into gear without excessive loss of speed.  Sliding is
a must if you are bargaining to keep up with the competition.

Chums Gum Car: The key to taking this turn is to utilize the Out-and-In
Style without tremendous slowing down.  Approach this turn at the left
side of the track.  Tap the brake just a little bit so that you can take
this turn at 190 mph.  You should be cutting from the outside to maintain
your speed.  Although this turn totally looks a lot worse than the Astro
Waterfall Hairpin at the end of Astro Waterfall Speedway, this lamer can
be taken at 190 mph, touching-the-brake, apex-clipping style.  It's up to
you to make apex-cutting a miracle here.

Scorpio Players: You may be in deep trouble because the key in this turn
is to take this turn no slower than 188 mph and without any heavy sliding.
Approach this turn from the outside and move into the inside by tapping
the brake lightly and by cutting the apex.  You may wish to minimize the
sliding by taking advantage of the potentiometers of the gas pedal, though
it's more dangerous to do so.  Out-and-In, tapping the brakes lightly,
sliding just right style is the best method of taking this turn.

Phantom Players: Approach the turn at the left side of the track.  Brake
lightly at a straight line and start the apex-cutting style almost
immediately after the light brake-tapping.  The key in this turn is to
slide apex-cutting style without dropping below 193 mph.  Have the car
straightened up before the Third Time Extension.

Experts Only: At the start of the turn, do a quick 4-1-4.  Now be sure
that the gearbox is back to Fourth Gear, and slide at the low bank of
the turn.  Make sure that the gearbox is staying at 4 during the slide,
or you'll be sorry!  You shouldn't be dropping below 195 mph if you do
this with good timing but you should hit 200 mph at the Third Time
Extension.

Virtua Highway Undercross
-------------------------
By the time you finish the Sarah Bryant Curve, you should be at the
right side of the track.  You should try to cut this gentle left and
remain at the left side of the track when you're finished with this
turn.  Use this tactic to prepare yourself for the 360-Degree Right
which is the worst part in the track next to the Janet Marshall Hairpin.

The Dreaded Three Hundred Sixty Degree Right Turn!
--------------------------------------------------
A 360-Degree right provides enough punch to make your life miserable.
Sadly, there are cars who will be overtaking you as you are taking on
this turn.  In order to make sure that you are keeping up with the
competition, I have added some measures to these turns using Skill
Levels Beginner and Advanced instead of Chums Gum, Scorpio, or Phantom
Full Force as far as cornering in this lamer is concerned:

Chums Gum Players: Start from the left side of the turn and brake to 135
mph as you begin taking on this turn.  Make sure that you release the gas
pedal before you brake, and gently turn the steering wheel.  Don't feed in
too much gas or you may get into a blatant powerslide.  If you get into a
powerslide, then try to recover as powersliding cuts down your speed and
overheats your engine.  You need to make sure that you are not going full
speed ahead and turn right too hard or you may be hitting the wall at the
start of the turn.  Turning gently at no more than 135 mph (without any
overfeed of the gas) is recommended.

Scorpio Players: Approach this turn at the left side of the track.  Be
sure that you start this turn just before the turn starts (use the caution
signs to your own advantage).  Brake to under 150 mph as you downshift to
Third Gear (it may be necessary to release the gas pedal and jam on the
gas almost immediately while braking).  Now you should be sliding.  Being
able to avoid the barriers require a good feel of the gas and pedal.  By
the time this painful turn terminates, have the car straightened up and
upshift back to fourth upon the end of the slide.  You need to be going
no faster than 145 mph overall in order to stay centered throughout the
turn.

Phantom Players: The key to take this turn is to stay in the center for
as much as you can with a good feel of the gas pedal and steering wheel.
You also need to be sliding just right throughout the turn.  Approach the
turn from the left side of the track.  Brake to under 155 mph while punching
into First, then Second at a straight line.  Slide this turn and shift up to
Third.  Now you should be sliding.  Take advantage of the Gas Potentiometers
or try to do a lot of rapid-tapping in order to stay centered throughout
this turn.  You should have the car straightened up and have the gearbox
back to fourth gear as this turn terminates.  Gotta make sure that the
slide's not too heavy or you may make the car a lot harder to control.
Try not to take this turn too hot or you'll lose too much control.

As you take on this crap turn, try to upshift back to Fourth Gear while
controlling the slide.  Therefore by the time you get the car nice and
straight (and by the time you're entering ComEd of Virtua City), your
speed will rise up like crazy.

Welcome to Commonwealth Edison of Virtua City
---------------------------------------------
This bend can be taken at full speed, but don't let this easy left and
the next straight fool you because there's two sharp turns that you need
to choose and they come up in an instant.  If you want to pass some much
needed cars, then listen VERY CAREFULLY in the next paragraph!!!!!

Commonwealth Edison Divide
--------------------------
Stay at the left side of the track after the left gentle bend after the
360.  The drones usually take the sharp right after the power generator
which means that you can take the right before the Power Generator to
take up some positions.  Now in order to gain some much-needed positions,
here's the lowdown by car:

Chums Gum: Approach this turn from the left side of the track.  Try to
turn at the first sharp right that you see.  Brake at a straight line and
take on this turn apex-clipping style.  You may end up powersliding so
make sure that you immediately straighten up the car.  You need to be
sliding the first sharp right at no more than 155 mph in order to avoid
any contact with the grass at the left side of the right side of the
Power Generator.  A good feel of the gas and pedal is required here.
Don't cut the apex too blatantly or you'll touch the grass at the right.

Scorpio Players: Approach the first sharp right at the left side of the
track and take this turn apex-clipping style.  It may be necessary to
release the gas pedal, hold the brake, and almost immediately feed in
some gas (to initiate the slide) and make sure that you are cutting this
turn just right so that you don't touch the grass at either side of the
track.  The reasonable speed here is 155 mph but you may need to go slower
than the aforesaid in order to allow some room for error.  Have the car
straightened up before the Fourth Time Extension.

Phantom Full Force Players: Approach this turn from the left side of the
track.  The key to take this turn without penalty is to cut the apex from
the out and in using the first sharp right.  Brake to under 155 mph as
you downshift to Second Gear.  Start doing the apex-cutting slide as soon
as you can cut the apex without touching the grass at the right.  Be sure
that you upshift to Third as you are sliding, and that you are controlling
the gas feed.  At the fourth Time Extension, make sure that the car's nice
and straight and that you are at Fourth Gear.

Experts Only: Stay on the left side of the track as the ComEd Divide
starts.  Just before you hit the final Turn Sign, 4-1-4 at a straight
line while braking a bit to reduce chances of lawn intercourse (tm).
Start sliding if you can avoid touching the grass at the right.  You
will need to do a quick 4-1-4 during the slide to buffer the slide a
bit.  By the time you exit the ComEd Virtua City Facility, you need to
have the car straightened up and you need to be hitting 175 mph (282 kmh)
just before you enter back inside Interstate 90 (I meant the Fourth Time
Extension).  If you took the First Sharp Turn inside ComEd correctly,
then you should be able to make it without hitting the grass or
spinning-out.  You need to have a good feel of the wheel and the gas in
order to reduce the chances of losing control if you want to stay
competitive at all costs.

Back inside Interstate 90
-------------------------
Hopefully you've taken the Cheating Bastard Sharp Right just before the
fourth Time Extension.  If not, then you may be losing a lot of speed
and control from Virtua City Limited much to the fact that they are
indeed a series of sharp turns.  Here you want to stay at the inside
of the track for as much as you can.  The key to taking this turn is
to stay low without any unnecessary slowdown as you should be able to
pass this curve without any loss in speed.  Be sure to have a good feel
of the steering wheel as you undertake this turn, though.  If you are
in the Phantom Car, it's important to take on this turn apex-clipping
style!

Downtown Virtua City Limits Line
--------------------------------
As with the Grand Entrance inside Interstate 90 nearing the end of the
tunnel, this is an easy left turning into a hard left.  The best time
to cut your speed and to control the gas feed is when you see the cars
sliding the turn during your first lap around.  You need a good feel of
the wheel and the gas if you want to make through the second part of the
turn without any possible contact with the grass.  Use the first lap to
get a clue when to slow down (because the drones will be sliding and you
should be staying low as much as you can) and try to memorize this
location when you are on your second lap.  Now in order to be more specific,
here's a lowdown depending on your personal skill level (remember it's
easier to maintain your speed if you high-in, low-out right here):

Chums Gum Car: Stay on the right side of the track as you encounter the
first part of the left turn.  You should be able to see 2 or three left
turns available for you to start slowing down and cornering.  Hopefully,
you should have some room for some skidding because the sides aren't
laden with barriers, but you have to watch out for the grass at the left
and right side of the screen because any failed cornerings are ground for
rapid (but gradual) loss of speed as well as any overheating of engine,
axle damage, and tire burn.  At the first lap, your cue to slow down is
when you see your drones slide.  Take advantage of the gas potentiometers
to slow down.  Of course, you can brake just a little after you see your
drones slide in for added control.  You may not be able to retain your
position as you take on these turns because usually the drones will take
on the turn from the inside and slide to the outside of this lamer.  On
the second part, control the feed of the gas and forget full throttle
until you're able to pass this turn without drama.

Scorpio Players:  Now I'm going to get REAL hard here.  As with the Chums
Gum Car, stay at the right side of the track (going left and then doing
the turn will only result in you being thrown to the grass by the time
the turn terminates).  In between the Second and Third left turn signs
(use the drones as your cue, and memorize this on your second lap), release
the gas pedal and almost immediately brake, and almost feed in some gas to
initiate the slide.  The ideal speed here is no faster than 170 mph with
some sliding.  You need a good feel of the gas in order to avoid the grass
at the right.  If done correctly, then you won't be touching the grass at
the right.  Although this isn't as rewarding as with the Phantom Tactic,
it's a steady way to take this lamer without dropping below 160 mph.  Try
to slow down just right so that you are not outside for all of the turn.

Phantom Players: The key here is to slide without any braking and without
any blatant slowdown.  Stay outside of this turn.  Use the drones as your
cue to start the sliding.  At about the second caution sign, try to shift
down to Second and when you are at a position that you can't touch the
grass at the right, upshift to third and back to fourth gradually.  A good
feel of the gas is a must if you have to avoid the grass at the right.
Good timing will ensure that you are maintaining speeds of up to 165 mph
throughout this turn with some sliding.  Be sure that you have the car
nice and straight by the time you face the Janet Hairpin.

Experts Only!: Stay on the left side of the track and at the Third Caution
Sign (make sure that you are not really close to the left), downshift to
Second, and if you can pass this turn without touching the grass at the
right, punch back to fourth.  Try not to drop below 165 mph, though.  It's
a hard turn to master since this turn is pretty blind.  If you can't do
this, then following the previous paragraph is the safe bet.

Subway Transit Hairpin
----------------------
Entering a Downtown District of the City doesn't mean that you're going
to receive a good and warm welcome by just showing up.  This hairpin MUST
NOT BE TAKEN TURN HARD RIGHT, FULL SPEED AHEAD STYLE as this turn ISN'T
banked, and it's pretty sharp.  This turn reminds me of the Pirate Ship
Hairpin at the end of Seaside Street Galaxy of the original game, but the
turn is a lot more harsh, as it's actually a mirror of the first Hairpin
of the Twin Ess Curves in Super GT/Scud Race.

Pay attention as I will tell you "How to NOT take this hairpin turn hard
right, full speed ahead style":

Chums Gum Car: Stay at the left side of the track before the tunnel and
the dip.  As the tunnel terminates (and as soon as the turn starts), get
the foot off the gas, brake, and feed in some gas to kick in the slide.
You won't be able to slide too soon because you are NOT going to turn the
wheel too hard.  A reasonable speed for this lamer is under 135 mph.
You'll be able to slide during the second part of the hairpin, so it is
in the utmost importance that you counterbank and have a good feel of the
gas at all costs.

Scorpio Car: Get ready because this is one bad-assed, reckless driving,
eye-popping move that I'm going to give out.  Position yourself at the
left side of the track so you can prepare yourself to slow down as the
tunnel terminates.  As the tunnel terminates, release the gas and almost
immediately brake hard.  Now as you brake hard, feed in some gas to kick
in the slide, and as the turn begins, start sliding.  A good feel of the
gas is required in order to avoid any barrier contact (and a possible
spin-out), and you will have to counterbank as the hairpin terminates but
I found it hard to counterbank because I'm compelling you to slide too
blatantly.  Under 140 mph would be the safe speed, but don't go under
135 mph to maintain your flare.

Phantom Full Force Car: Approach the Subway Hairpin at the left side of
the track (Oh yes, I'm getting repetitive here, ain't I?).  Now in order
to take on this turn apex-clipping style, you'll need to slow down to
speeds slower than 145 mph.  Try to start slowing down just before you
touch the end of the Shadow.  Release the gas, brake, downshift to First,
and when you begin taking the turn, upshift to Third right away.  Sloppy
timing will cause your car to go outside of the turn, which isn't good.
You may need to do a quick 1-4 to buffer the slide.  You need to have the
car straightened up by the time the hairpin terminates.  I find that
upshifting back to Fourth just before the Hairpin Terminates allow you to
build up speed like a bunny.  You need a good feel of the gas and the pedal
to ace this turn without drama.  Straighten up the car too late and you'll
find yourself wandering outside the next-to-last easy right, which isn't
that great.  Keep your speed under 145 mph (234 kmh) and above 135 mph
(218 kmh) at all times.  Unlike the first Daytona which required you to
release the gas pedal for trouble-free countering, Daytona 2 requires you
to feel the gas all the way to get in your way.  This is hard to do, so
master this with the other cars first.

Entering Downtown Virtua City
-----------------------------
Stay low for as much as you can during these two turns.  Right after the
Janet Hairpin, there shouldn't be any further problems undertaking the
turns here in Virtua City.  As you cross the Final Lap Start Line, make
sure that you are in the right side of the track so that you can enter
the first curve without any blatant speed loss and repeat this section
once more.  If you are in your final lap, oh well.

Note: If you are using the Phantom Car, once you feel that you are able
to exit the turn without much drama (or upon exit of the bad turn), shift
back to Fourth.  Try to lock the wheels using 4-1-4 if you think that you
are going to touch the grass or concrete at the outside of the track.

Your first lap time must be under the following:

- Under 2'05"00 for the Chums Gum Car
- Under 2'03"00 for the Scorpio Car
- Under 2'01"00 for the Phantom Car

Your second lap time must be under the following:

- Under 1'58"00 for the Chums Gum Car
- Under 1'56"00 for the Scorpio Car
- Under 1'55"00 for the Phantom Car

Since overall course time matters to me more than anything else IMHO,
your overall course time MUST BE UNDER THE FOLLOWING TO SIT IN FIRST
PLACE AT THE END OF THIS RACE:

- Under 4'03"00 for the Chums Gum Car
- Under 4'00"00 for the Scorpio Car
- Under 3'58"00 for the Phantom Car

I think that any completion times below 3'57"00 would be great.  There
was one time when I accidentially crashed through the Toshihiro during
the first lap with the use of the Phantom MT Car and I still kept my
cool and got first place with a best lap time of 1'53"78.  Don't think
that this crash may be your last as there is still some room for
redemption (unless you are a scrub).

Finishing in first place in this track means that you have finally
learned how to corner without any blatant slowing down in Daytona USA
2.  Finishing in first place in all tracks means that you've tamed
yet another Sega Racing Game and if it is just your first Sega Racing
Game you've tamed, then pat yourself in the back for a job well done.

========================================================================
THE MIRRORED TRACKS

If you feel that you've mastered Daytona USA 2 already but if you need
some more tracks to play, then insert your tokens, and then HOLD THE
START BUTTON while selecting the track of your choice to play the
Mirrored Track.  In the Mirrored Tracks, lefts become rights, and rights
become lefts.  They are strictly diagnostic tracks as these tracks
compel you to fix your weaknesses here so be prepared to persevere in
these tracks.

Basically, what this trick does is turn the lefts into rights, and the
rights into lefts.  I found the Mirrored Tracks a lot harder than the
normal counterparts so I highly recommend that you refrain from playing
these tracks until you've become good enough with the normal tracks.

========================================================================
THE DO'S AND DONT'S

I just don't like it when people have the outdated versions of my FAQs.
In order to put an end to all of this, from now on (as of today and lasting
forever), this file can ONLY BE stocked on the following websites:

* Verasnaship Interactive, http://www.verasnaship.net
* GameFAQs, http://www.gamefaqs.com
* Secrets of the Game Sages, http://www.gamesages.com
* Cheat Code Central, http://www.cheatcc.com
* Game Shark Code Creators Club, http://www.cmgsccc.com
* Darren Everden's lair: http://www.everden.com

You can always get the latest version at Verasnaship first since I run
the website for myself.  GameFAQs does a good job keeping the files
up-to-date at all times and is the most visited site for FAQ-related
walkthroughs.  Secrets of the Game Sages is a "Code-related" partner
to GameFAQs since both GameFAQs and Secrets of the Game Sages share the
same information.  Cheat Code Central not only has codes, but up-to-date
FAQs and Text-based Walkthroughs based upon marshmallow's knowledge.
Finally, Game Shark Code Creators Club is a Game Shark site run under
the Code Master to provide up-to-date Game Shark Codes and is a highly
visited Game Shark Site.

Segaweb and Seganet does a good job explaining a lot of Sega-related
stuff such as the Dreamcast, and all the games coming out for the
most promising Sega Video Game System of all time.

DONT'S: Never, ever, ever place this file directly onto your Internet
Account as I'm now getting sick and tired of people trying to store the
outdated version of my files.

DO'S: You are permitted to create a link to any of these websites.
Linking to GameFAQs is goverened by the Legal Disclaimer as foretold
under the statement, "Linking Rights".  I highly recommend that you make
a link to my website so that people will always have the latest version
of this work viewed right through their screen.  The only permissible
link that you can use to link to this file is as outlined as in the
following:

* http://www.verasnaship.net/text/arcade.html (The Arcade Stable)

Part of the reason why I'm doing this is because if you don't view an
HTML Site, then you may not be able to run the ads that appear on top
of the HTML Document, which IS NO FAIR TO THE WEBMASTER.  For details
about linking rules, visit http://www.templetons.com/brad/linkright.html
which is Brad Templeton's Linking Rights Essay.

========================================================================
HOW TO SUGGEST ANY FIXES, BUGS, OR ANY OTHER TRALALA

One time when I was forced to update another FAQ for Super GT by Sega,
I was surprised to see that I was driving from Helen Keller.  That is
why you MUST follow the protocol as described in the Newsflash section
of this document.

========================================================================

ACKNOWLEDGEMENTS

*  Toshihiro Nagoshi for finally unleashing this high-octane sequel to
   the highest-grossing Deluxe Arcade Hit of all time.

*  NASCAR and Daytona Speedway for permitting Toshihiro Nagoshi to
   create this game pursuant to a license.

*  Aladdin's Castle at Aurora for being the first arcade to have this
   game in stock.

*  Imagine Games Network for accepting Sega Sages and GameFAQs.com as
   IGN Affiliates.

*  All of Sega for creating realistic Arcade Racing Games ever since
   Virtua Racing.

*  Virtua Racing for being the first realistic driving game in the
   market.

*  Yu Suzuki for being a part of Sega's AM2.

*  Curt Mac (CurtMac@aol.com) for the typo bust regarding about the
   Easy Level Car and the easter egg in the Advanced Track.

*  Darren Everden darren@everden.com for some cool advanced strategies
   in the Astro Waterfall Speedway Course, confirming the Mirror Mode
   trick, and for the additional two viewpoints.  Visit Darren Everden
   at http://www.everden.com.

*  Dale Nelson for information regarding about the Endurance Dip Switch
   Option

*  Teemu Nuutinen (tsn) for asking me a question regarding about the
   "reluctant" cars.

*  Travis Walentin for the additional views that I can choose from.

*  Zhishang for the additional Bonus Viewpoint

*  Cho Jee Ken (NIC), VCP, and STP for the Music Easter Egg and for
   setting eye-catching times that will compel me to improve every
   time I play the game.

*  Kao Megura for being the most prolific FAQ Author.

*  GameFAQs for being the largest stable of original work

*  Teoh Zhi Xiang for encouraging me to open up a Daytona USA Website
   and to point out the locations and initials for my records.

Note: Please check out http://www.verasnaship.net/autoracing/ and tell
me what you think of it.

** END OF DOCUMENT **

Unpublished Work (c) 1999 Mark Kim.  All Rights Reserved
Daytona USA (c) International Speedway Corporation--licensed to Sega
for Amusement usage.