

                            """"""""""
                  " "@@@@@@@@@@@@@@@@           88888888888888""
                "@@@@@@@@@@@@@@@@@@@"          "88888888888888
             "@@@@@@@@@@@@@@@@@@@@@@"         "88888888888888
           @@@@@@@@@@@@@@@@@@@@@@@@          "888888888888888
         "@@@@@@@@@@@@@@@@@@@@@@@@"  88888888888888888888888 "
       "@@@@@@@@@@@@@@"""           8888888888
       @@@@@@@@@@%                 "888888888
     "@@@@@@@@@"          "      ""8888888888
    "@@@@@@@@"        " @@@@@@@@@ "888888888
    @@@@@@@@"         "@@@@@@@@@ "888888888%
   "@@@@@@@ ""      " @@@@@@@@@%"%888888888
   "@@@@@@"         ""@@@@@@@@@" 888888888"
   "@@@@@@"          @@@@@@@@@% 8888888888"
   "@@@@@@          "@@@@@@@@@ "888888888"
   "@@@@@@           "" """  ""      "  "                                  _____
    "@@@@@@         _____                ______         _                 |__  /
      %@@@@@""     / ___/______ ____    /_  __/_ ______(_)__ __ _  ___     /_ <
       @@@@@@@"   / (_ / __/ _ `/ _ \    / / / // / __/ (_-</  ' \/ _ \  ___/ /
        "%@@@@@ " \___/_/  \_,_/_//_/   /_/  \_,_/_/ /_/___/_/_/_/\___/ /____/
          ;;;;;"""
              """;;""
                   """,       	     A - S P E C



                  T H E   R E A L   D R I V I N G   S I M U L A T O R
       -.__.--.__.--.__.--.__.--.__.--.__.--.__.--.__.--.__.--.__.-

                  t h e   r e a l   d r i v i n g   s i m u l a t o r



[ Title    ]   Gran Turismo 3: A-Spec FAQ/Strategy Guide
[ Platform ]   PlayStation 2
[ Version  ]   v0.22
[ Authors  ]   Brett "Nemesis" Franklin / OrochiJin - Tim Garza
[ E-Mail   ]   nemesis@flipmode.com    /  ExScanner@yahoo.com
[ Plug     ]   http://nemmysresource.cjb.net
[ Updated  ]   July 13th, 2001


The-chart-that-shows-what's-in-this-FAQ:

  i. Legal Stuff
 ii. Updates/Revision History
01. Driving Techniques
        Car Information
02. General Strategies
03. Simulation Mode
        Getting Started
        License Test Guide
        Race / Prize List
        Tuning Information
04. Arcade Mode
        Tracks
05. FAQ (Frequently Asked Questions)




 i. Legal Stuff



 This FAQ can only appear on the following sites (w/out having to ask me):

 GameFAQS <www.gamefaqs.com>
 CoreMagazine <www.coremagazine.com>
 GameSages <www.gamesages.com>
 Vgstrategies.com <http://vgstrategies.about.com>
 GameShark.com <www.gameshark.com>
 FAQ Domain <http://nemmysresource.cjb.net>
 Happy Puppy <http://www.happypuppy.com>
 ZDNet/Videogames.com <http://www.videogames.com>


___________________________NOT WWW.FRESHBAKEDGAMES.COM_________________________


If anyone finds it on any other site or MegaGames.com, please inform me ASAP.

E-Mail Address: nemesis@flipmode.com, ExScanner@yahoo.com

Copyright:
 Copyright 2000-2001 Brett "Nemesis" Franklin and Tim Garza. This FAQ
and everything included  within  this  file  cannot be reproduced in
any way, shape or form  (physical, electronical, or otherwise) aside from
being placed on a freely-accessible, non-commercial web page in it's original,
unedited and  unaltered  format. This FAQ cannot be used for profitable
purposes (even  if  no  money  would  be  made  from  selling it) or promotional
purposes.  It  cannot be used in any sort of commercial transaction. It
cannot be given away as some sort of bonus, gift, etc., with a purchase
as this creates incentive to buy and is therefore prohibited.




 ii. Updates/Revision History



Version 0.22 (07/13/01)
-------------------------
 Added the "Getting Started" section to the Simulation Mode part of the FAQ.
  This will help those of you who just bought the game and don't know what to
  do first.


Version 0.21 (07/13/01)
-------------------------
 Added the FAQ section


Version 0.20 (07/13/01)
-------------------------
 Updated the Arcade Mode section, and added the International-B License
  strategies


Version 0.15 (07/12/01)
-------------------------
 Added the Tuning Information, updated the Race/Prize List, and added the
  Car Information mini-section.


Version 0.10 (07/11/01)
-------------------------
 Everything before your beautiful eyes.




 01. - Driving Techniques -



Controls:
-=-=-=-=-=-

Logitech Steering wheel controls:
----------------------------------
Wheel - Turn Left and right
        Moves cursor left and right during selections
Left Wheel Tab - Downshift
                 Moves Cursor up during selections
                 Change car camera is focused on in Replay
Right Wheel Tab - Upshift
                  Moves Cursor down during selections
                  Change car camera is focused on in Replay
Left Foot Pedal - Brake
Right Foot Pedal - Gas
                   Confirm choice
X - Rear view mirror (hold)
    Change cameras in replay mode
Y - Cancel choice
A - Start Button
    Pause
B-  Reverse
    Confirm Choices

Controller Controls:
----------------------
Directional pad/Analog stick - Turn car

L1 - Use rear-view mirror
L2 - Shift Down
R1 - Switch car view
R2 - Shift up

Triangle - Reverse
Square - Brake
X - Accelerate
Circle - Emergency brake

This game IS vibration compatable.


Different Types of drivetrains:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
4WD: These cars usually have the engine located either in the rear,
     or the mid sections of the bodies. 4WD cars use all four wheels
     when accelerating, hence the name "4WD". 4WD cars are usually
     the best when it comes to handling, although fall short in terms
     of acceleration.


FR: FR (front engine, rear-wheel drive) cars are usually prone to
       over-steering, and can cause some frustration. These types
       of cars usually have the fastest acceleration and top speeds
       out of all the types of cars.


FF: These cars have their engine located in the front instead of the
    rear, and are front-wheel drive. FF cars are usually prone to
    under-steering, which can be difficult to manuever at higher
    speeds.


MR: Mid-Rear cars (Mid engine, rear-wheel drive), are almost exactly
    like FR cars. The engine is located in the mid section, while the
    back two wheels propell the vehicle. This causes over-steering,
    a problem that will cause your car to over-take the turns, causing
    you to spin out wildly.


-=-=-=-=-=-=-=-=-=-
HOW TO TAKE TURNS:
-=-=-=-=-=-=-=-=-=-

Terminology:
------------
a: Your Car: First Point
b: Your Car: Second Point
c: Your Car: Third Point
d: Your Car: Fourth Point
e: Your Car: Fifth Point


Basic 90 degree Turns:



          ____________________c (Exit Turn)
         /
        |
        |
        |      b___________
	|      |
        |      |
        |      |
        |      |
        |      |
        |a     |
        |      |
        |      |
        |      |
        |      |



          ________________________
         /
        |   b                 d
        |            c
        |       __________________
        |      |
        |      |
        |      |
        |      |
        |      |
        |a     |
        |      |
        |      |
        |      |
        |      |



   _______________________________
  /                      c
 /
/                                 d (Exit Turn)
|         b  ______________________
|          /
|          |
|          |
|          |
|          |
|a         |
|          |
|          |
|          |








Basic 180 Degree Turns:

          ____________
         /            \
        |              \
        |               \
        |                \
        |     b___        \
        |      |  \        \
        |      |   \        \
        |a     |    \        \
        |      |     \      c \
        |      |     | (Exit Turn)
        |      |     |        |
        |      |     |        |



       ___________
      /           \
     /             \
    /               \
   /       _b_       \
  |       /   \       |
  |      /     \      |
  |a     |     |     c|
  |      |     |      |
  |      |     |      |
  |      |     |      |
  |      |     |  d   |
  |      |     |      |
  |      |     |      |





Basic S-Turns:

                            (Exit Turn)
                      |      d|
                      |       |
                       \       \
                        \       \
                        /       /
           ____________/       /
          /            c      /
         /                   /
        |                   /
        |      b___________/
        |      /
        |      |
        |      |
        |a     |
        | (Enter Turn)




   ______________
    a            \
                  \
                   \
                    \
   __________        \
              b       \
               \       \
               |       |
               |c      |
               |       |
               |       |
               |        \
               |       d \____________
                \
                 \
                  \
                   \____________e_(Exit Turn)




                             __________________
 ___________________________/                  \____________________________
{                              Car Information                              }
 \__________________/

__________________________
      - Car List -

Acura CL 3.2 Type S
Acura Integra Type R
Acura NSX '93
Acura NSX '97
AlfaRomeo 156 2.5 V6 24V
Aston Martin DB7 Vantage Coupe
Aston Martin V8 Vantage
Aston Martin Vanquish
Audi S4
Audi TT 1.8T Quattro
BMW 328ci
Chevrolet Camaro SS
Chevrolet Camaro Z28
Chevrolet Corvette Grand Sport
Chevrolet Corvette Z06
Chrysler PT Cruiser
Daihatsu Mira Tr-XX Avanzato R
Daihatsu Storia X4
Dodge Viper GTS
Fiat Coupe Turbo Plus
Ford Escort Rally Car
Ford Focus Rally Car
Ford GT40 Race Car
Ford Mustang SVT Cobra R
Honda Accord Euro-R
Honda Castrol MUGEN NSX GT
Honda Civic SiR-II(EG)
Honda Civic Type R(EK)
Honda CR-X Del-Sol SiR
Honda Integra TypeR 98spec
Honda NSX Type R
Honda NSX Type S Zero
Honda S2000
Honda S2000 Type V
Jaguar XJ220 Road Car
Jaguar XKR Coupe
Lancia Delta HF Integrale Rally Car
Lister Storm V12 Race Car
Lotus Elise 190
Lotus Esprit Sport 350
Lotus Motor Sport Elise
Mazda Demio GL-X
Mazda Eunos Roadster'89 Normal
Mazda Eunos Roadster'93 Normal
Mazda Eunos Roadster ?
Mazda Roadster 1.8 RS
Mazda Roadster RS
Mazda RX-7 Type RS
Mazda RX-7 Type RZ
Mazda RX-8
Mazda Savanna RX-7
Mercedes Benz CL600
Mercedes Benz CLK55
Mercedes Benz SLK 230 Kompressor
Mine's Lancer Evolution VI
Mine's Skyline GT-R N1V Spec(R34)
Mini Cooper 1.3i
Mitsubishi FTO GP Version R
Mitsubishi GTO'95 Twin Turbo
Mitsubishi GTO'99 Twin Turbo
Mitsubishi Lancer Evolution IV GSR
Mitsubishi Lancer Evolution V GSR
Mitsubishi Lancer Evolution VI GSR
Mitsubishi Lancer Evolution VI GSR Tommy Makinen Edition
Mitsubishi Lancer Evolution VII GSR
Nissan 180SX Type X
Nissan Fairlady Z Version S Twin Turbo
Nissan R390 GT1 LM RaceCar
Nissan Silvia Varietta
Nissan Silvia'88 K's S13 1800cc
Nissan Silvia'91 K's S13 2000cc
Nissan Silvia K's Aero(S14)
Nissan Silvia Spec R Aero
Nissan Skyline GT-R V-Spec II R34
Nissan Skyline GT-R V-Spec R34
Nissan Skyline GT-R V-Spec II R32
Nissan Skyline GT-R V-Spec R33
Nissan Skyline GTS-t Type M(R32)
Nissan Z Detroit Motor Show Model
Opel Caribra Touring Car
Opel Speedster
Pagan Zonda C12
Pagan Zonda C12S
Peugeot 206 Rally Car
Peugeot 206 S16
Renault Clio Sport Racecar
Renault Clio Sport V6 24V
RUF 3400S
RUF CTR2
RUF RGT
Shelby Cobra '67
Spoon Civic Type-R
Spoon S2000
Subaru Impreza Premium Sport Coupe 22B-STi
Subaru Impreza Rally Car
Subaru Impreza Sedan WRX STi
Subaru Impreza Sedan WRX STi Version VI
Subaru Impreza Wagon WRX STi
Subaru Impreza Wagon WRX STi Version VI
Subaru Legacy Touring Wagon GT-B
Subaru Legacy B4 Blitzen
Subaru Legacy B4 RSK
Suzuki Alto Works Sports Limited
Suzuki Escudo Pikes Peak Version
Tickford Falcon XR8 Race Car
Tommykaira ZZII
Tommykaira ZZ-S
Tom's X540 Chaser
Toyota Altezza AS200
Toyota Altezza RS200
Toyota Castrol Tom's Supra GT Car
Toyota Celica GT-FOUR ST205
Toyota Celica SS-II
Toyota Corolla Rally Car
Toyota GTONE RaceCar TS020
Toyota MR2 G-Limited
Toyota MR2 GT-S
Toyota MR-S S Edition
Toyota Sprinter Trueno Gt-Apex (AE86 Type 1)
Toyota Supra RZ
Toyota Supra SZ-R
Toyota Vitz RS 1.5
TRD Celica Sports M
TVR Griffith 500
TVR Speed 12
TVR Tuscan Speed 6
Volkswagen New Beetle 2.0
Volkswagen New Beetle RSi

____________________________
   - Manufacturer List -

Advan
Alitalia
Alpine
Autobacs
BBS
BP
Bremo
Bridgestone
Castrol
Cibie
Denso
Dunlop
elf
Enkei
Esso
Exxon
Falken
Fet
Gulf
Havoline
Kenwood
Magnetti
Marelli
Masterfit
Michelin
Mobile
MOMO
Motul
Movistar
Oz
Pennzoil
Pirelli
Potenza
Puma
Quaker State
Rays
Red Line Racing
Red Line Synthetic Oil
Speedline
Texaco
Total
Toyo Tire
Trampio
Valeo
Vodafone
Yokohama
______________________
 - LIST OF TUNERS -

-AMG
-Audi Sport
-Fiat Auto
-Corse
-Ford Racing
-HKS
-Lister Sport
-Lotus
-Mazda Speed
-Mine's
-Mugen
-Nismo
-Ralliart
-Spoon
-STi
-Tom's
-TRD
-TVR Racing
-TWR Racing





 02. - General Strategies -



 Power slide as much as you can on most turns in the game. To power slide,
  slow down a bit before the turn or chicane with the footbrake, then as
  you turn, hit the handbrake to make your car swing around the bend (make
  your car go into the proper direction first), then hit one of your brakes
  (handbrake is easier to use) while you are facing the direction you wish
  to be in (straight), and continue driving as normal.

 Whenever you are steering into a turn, and smoke begins to come from your
  tires, this is a sure-sign that your car is about to spin-out if a
  counter-steer isn't used soon. To counter this eventual spin-out, simply
  lay off the gas a bit, and counter-steer (steer into the opposite direction)
  to regain your grip on the road, and to avoid the spin-out easily.

 Sometimes (or a lot of the time), you can power-slide in Gran Turismo 3,
  the racing engine is designed for it like in Gran Turismo 1 & 2. The cars
  in Gran Turismo 3 can stick to the road sometimes, so power-sliding isn't
  necessary some of the time.

 You don't have to power slide around each turn. Some turns are too tight
  to try to manuever around, so just brake very hard with the footbrake
  to come to an almost complete stop, then turn your car into the desired
  direction, and hit the gas to get moving again.

 Don't be too hard on the controls, since they are sort of touchy. The
  cars handle realisticly, so you will be spinning out after each turn
  if you really turn sharply or hit a wall at great speeds.

 Try not to hit the other car in a race, since you will bounce off of
  him/her, and slow yourself down, and possibly spin-out.

 Try to avoid all walls and barriers. Walls and barriers can slow your
  car down drastically, and they can also cause your car to have an un-
  necessary spin-out, which you don't want.

 To recover from a spin-out quickly, simply let off the gas while you are
  spinning or moving, then steer with the spin until you slow down. Once
  you have done this, simply countersteer (steer into the direction you
  are spinning), then you will have regained control of your vehicle.

 Try not to power-slide TOO much in the game. Why? Because the physics
  engine of Gran Turismo 3 is very realistic, and if you try to power-
  slide around a sharp turn at high speeds, your car will skid or spin-out.

 Don't take sharp turns at very high speeds (this is especially bad with
  very, VERY fast cars). Doing this may cause your car to stop or slide,
  and will slow you down big-time.

  Draft. Drafting is when you pull up behind another car and stay behind them
  for awhile. Doing this reduces the air resistance on your car, therefore
  making it go faster. After awhile, simply pull out from behind the car,
  and you'll get a significant boost in speed from the lack of air resistance
  and pass the driver in front of you by a large margin.





 03. Simulation Mode



			     __________________
 ___________________________/                  \____________________________
{                             Getting Started                               }
 \__________________/

Start off by purchasing a Toyota Sprinter Trueno GT-Apex or a Mazda Miata.
Use this car to enter the Sunday Cup, and race the first race a few times to
round up some cash (use the extra cash you have if you buy a Trueno to upgrade
the Engine), and use the cash to upgrade the engine and drivetrain.

Be sure to purchase some Sports Brakes and a new Suspension, to make the Sunday
and Clubman Cups easier.

Go and get your B-class and A-Class Licenses. This doesn't take long, unless
you want to have all golds. Once you have your A and B Licenses, move onto the
next paragraph.

Now just win the Sunday cup to get the Toyota Trueno (sell it if you already have
it), then race the first race of the Sunday Cup to earn cash over and over again,
then upgrade the Engine with a racing chip and engine modifications, get it
over 200 HP, then save up enough cash for a new transmission and a drivetrain
stuff (racing flywheel, Clutch/Triple Plate, Driveshaft/Carbon) and a
Lightweight/Stage 1 to boost acceleration, then adjust the transmission so that
you get slow acceleration but fast top speed (make the right-most bar on the
Gear Ratio screen, when you enter "settings" before a race, touch the top-right
corner of the box) and select "Level 35" on the Auto Setting in the Gear Ratio
screen, then enter the second race in the Turbo Challenge, and come in first place
(5,000 credits) or second place (2,500 credits) to win tons of cash. Repeat
until necessary. Keep doing this until you get enough money to buy a Mitsubishi
Lancer Evolution (any type will do), a Nissan Skyline, or a Mitsubishi 3000GT,
then enter some more advanced races, win 'em, and use that cash to upgrade your
new car to the max.

Also, win the Clubman Cup and get the Mazda Miata, then sell it for a quick
$4,500. Be sure to sell all of the crappy cars you win in the future.

                             __________________
 ___________________________/                  \____________________________
{                            License Test Guide                             }
 \__________________/


==================
B LICENSE
==================

There are 8 parts to this license test. Most tests are done twice with a
different car each time. Please note that going into the grass for over 2
seconds or hitting a wall will result in immediate failure in any test.
Getting at least a bronze on each test will allow you to receive the license.


---------
B-1 Start, Acceleration and Braking I

Accelerate from a standing start and stop as quickly as possible in the goal
area beyond the finish line at 1000 meters. It is best to switch from full
acceleration to full braking. HINT: Use the distance markers every 100 meters
to judge when to start braking.

Car used: Volkswagon New Beetle 2.0
Times to beat:
Gold   : 35.1s
Silver : 35.4s
Bronze : 35.8s

A simple test. As soon as the Go is given, step on the accelerator and don't
let up. You'll see signs as you pass every 100 meters. Once past the 900 meter
mark, you'll see a small white line to the right of you marking 950 meters.
Slam on the brakes at this point or right before to clear the test.

---------

B-2 Start, Acceleration and Braking II
This test is similar to B-1, but with a higher powered test car that
accelerates quicker but is heavier, so you need to start breaking sooner.
HINT: Use the distance markers every 100 meters to judge when to start braking.

Car used: Viper GTS
Times to beat:
Gold   : 25.6s
Silver : 25.8s
Bronze : 26.3s

Again, another simple test. Again, accelerate as soon as GO is displayed, but
this time, full brake at or before the 900 meter mark to stop safely in the
goal area.

---------

B-3 Basics of Cornering: Front-wheel Drive
Negotiate a left turn after a long straightaway. Brake early and slow down
before turning. Come in too fast and the car will not turn, but will fly off
the outside of the corner. Take it easy going into the corner but hit the gas
early coming out. Out of the corner, take full advantage of the track outside
edge.

Car used: Coupe Turbo Plus
Gold   : 31.1s
Silver : 31.4s
Bronze : 32.5s

This test is fairly easy to complete, as the game puts a blue dashed line on
the track to help you locate the best path to take through the turn. Follow
the line and use the brake when you hit the red dash part of the line, then
let off both gas and brake in the gray area. Once past that hit the gas to
power through and head for the finish line.

---------

B-4 Basics of Cornering: Rear-wheel Drive
This test is the same as B-3, but this time you are driving a high-powered
rear-wheel drive car, so hitting the gas to early in the corner risks the
rear wheels losing their grip for a spin. In a corner, adjust the accelerator
a little at a time and feel for when to go full out. HINT: Check out the Demo.

Car used: S2000
Gold   : 29.1s
Silver : 29.4s
Bronze : 31.0s

Again, follow the blue line and brake when the red area is reached. Turn and
give the car a little gas. When you find that the car will not go off course,
accelerate to full speed and head for the finish.

---------

B-5 Applied Cornering: Front-wheel Drive
From a standing start, take three consecutive corners: left, right and left.
Rather than going full-out on the first two corners, figure how to get out of
the third corner smoothly by hitting the gas for a fast time. Take the line
that puts you in the best shape for getting out of the last corner. Gaining
speed on the following long straightaway is more important than anything else.

Car used: Civic Type R(EK,J)
Gold   : 34.0s
Silver : 34.8s
Bronze : 36.2s

Follow the blue line and in the first turn don't bother braking. In the second
turn, let off the gas to turn easier, then accelerate to the third turn. Here
you wil brake for a sec, let off both gas and brake, and turn as close as you
can to the inside of the corner. As soon as you start past the corner, full-out
accelerate to the finish.

---------

B-6 Applied Cornering: Rear-wheel Drive
This course is the same as in B-5, but with a rear-wheel drive, hitting and
releasing the gas cuases even larger changes in attitude. Be careful not to
disturb the car's behavior. This car demands more delicate accelerator control
and more careful steering than a front-wheel drive.

Car used: Mazda MX-5 Miata LS
Gold   : 33.0s
Silver : 33.3s
Bronze : 34.7s

You will basically follow the same as the last test, except in the second
corner, tap the gas pedal through the turn. You'll also need to brake a little
sooner to clear the third corner in the same way as before.

---------

B-7 Basics of Complex Corners
Here you run through a blind high-speed winding section. The left-to-right
corner just before the tunnel is a very difficult corner. First get experience
in a somewhat underpowered car with less risk. The key is to hit the brakes
with the car going as straight as possible.

Car used: MR-S S Edition(J)
Gold   : 33.3s
Silver : 33.8s
Bronze : 35.4s

On each turn, start to the outside, and turn so that you cut as close to the
corner as possible. There are two tight corners in the test. Let off the gas,
start the turn, and accelerate through to continue on. Make sure not to contact
the walls in the tunnel.

---------

B License Final Exam
This course has many blind corners. The rocky stretch in the first part
requires bold driving with no fear of the rocky cliffs Use the technique of
releasing the gas to turn the car. The speed out of the last left turn has
a big effect on the time. The fastest line barely grazes the cliff when coming
into the corner and lets out in the depths of the tunnel.

Car used: Skyline GT-R Vspec II(R32,J)
Gold   : 43.0s
Silver : 43.4s
Bronze : 46.0s

Start by going through the turn to the left full on the accelerator. Once you
reach the second turn, brake and let off the gas to make the turn. On each of
the following turns, try to cut as close to the walls as possible while tapping
the accelerator. In the final turn to the left, make sure to floor the gas as
soon as you are through the turn. Doing so ensures you will complete the test
in time.


Once you have completed that test, you will receive your B License.
Congratulations!


=====================
A License Exams
=====================

A-1 Practical Cornering I

Climb a hill with a gentle left and then negotiate a sharp right turn. Trying
to approach the right corner from too far to the outside will cause instability
under braking, so there is no need to come from excessively far outside. Try
to brake in a straight line aiming for the inside curb. Then you just need to
find the point to go to full throttle.

Car used: NSX Type S Zero(J)
Times to beat:
Gold  : 32.9s
Silver: 33.4s
Bronze: 34.7s

Accelerate from the starting point through the left turn. When you reach the
sharp right, you'll want to let off the gas and brake WHILE STILL GOING
STRAIGHT. If you brake while turning, you will go flying out into the grass.
Once you have gone past the turn, floor the gas and head for the finish line.

---------

A-2 Practical Cornering II

The secret to a fast time is getting to the inside curb quickly after the end
of braking, and using fine accelerator control to trace a long line right next
to the curb. Once you see where to come out of the corner and go on the
throttle, try to control the tail slide (when the rear tires succumb to too
much power and slide to the outside) while riding up just barely on the outside
curb.

Car used: Skyline GT-R V-spec II(R34,J)
Times to beat:
Gold  : 26.0s
Silver: 26.3s
Bronze: 27.6s

The only difference between this test and the last is in this one, you will
brake while starting the turn, the let off the gas to cut as close to the curb,
then full throttle out of the turn and try to maintain control of the car when
coming out of the turn.

---------

A-3 Practical Cornering III

Here you negotiate the fasters number 1 corner on the Mid-Field Raceway. In
contrast to the corners so far that required heavy braking, try downshifting
to 3rd gear with light braking and just grazing the inside. Stay in 3rd and
keep your speed upwhile aiming at the curb on the outside to draw a large
circular path with a constant radius. There is no need to trace the inside
curb all the time.

Car used: S2000
Times to beat:
Gold  : 29.9s
Silver: 30.2s
Bronze: 31.6s

As you enter the turn, lightly use the brake and then accelerate through the
rest of the turn. This is a fairly easy test which should give no real
problems.

---------

A-4 Circle Track: 60R, Dry Road

Three laps around a circular track with a 60-m radius. Try using fine steering
and accelerator control to keep to a line right next to the inside curb from
start to finish. Just before the finish line, gain time by using the full width
of the track so that you cross the finsih line all the way to the outside.
Watch for tail slides from hitting the gas too hard.

Car used: Mazda RX-7 Type RZ(J)
Times to beat:
Gold  : 43.9s
Silver: 44.3s
Bronze: 46.2s

You'll want to keep the car's speed between 60-65mph on this test. Tap the
brakes every once in a while to allow yourself to stay as close to the inside
curb as possible. On the last lap, head for the outside once you see the
finish line.

---------

A-5 Circle Track: 100R, Dry Road

Three laps around a circular track with a 100-m radius. Try using fine
steering and accelerator control to keep to a line right next to the inside
curb from start to finish. Just before the finish line, gain time by using
the full width of the track so that you cross the finsih line all the way
to the outside. Watch for oversteer from hitting the gas too hard.

Car used: Mazda RX-7 Type RZ(J)
Times to beat:
Gold  : 55.8s
Silver: 56.3s
Bronze: 59.0s

Same as the last test. You'll want to keep the car's speed between 75-85 mph
on this test. Tap the brakes every once in a while to allow yourself to stay
as close to the inside curb as possible. On the last lap, head for the outside
once you see the finish line.

---------

A-6 Long Corners

This is a left/right complex corner. Avoid getting close to the inside too
early on the first right corner and aim for the inside curb at the tunnel
entrance. The next corner is a left, so avoid going all the way to the outside
but rather point the car to the right side of the track anf get ready for the
next left corner. In the long left corner, avoid goosing the accelerator and
keep to the inside without haste.

Car used: XKR Coupe
Times to beat:
Gold  : 27.0s
Silver: 27.5s
Bronze: 29.5s

This test gives you a rolling start, so be ready to take command when Start is
displayed. In the right turn, brake and left off the gas to cut into the corner
as deeply as possible. Make sure to get near the right side of the track once
through the turn as you will then need to do the same, except on a left turn.
Floor the gas as you come out and speed to the finish.

---------

A-7 Blind Corner

You must negotiate a right turn at the top of a hill in Seattle. The corner is
completely blind, so getting ready to brake in advance is necessary. After
landing the last jump, brake immediately and turn to the right, aiming for the
inside curb. Hit the gas once you are cleanly on the curb and use the outside
wall as far as possible.

Car used: Camaro Z28
Times to beat:
Gold  : 14.2s
Silver: 14.7s
Bronze: 15.4s

Again, you are given a rolling start. Accelerate, but after the third jump, be
ready and brake a little to make the right turn, then accelerate to the finish
line.

---------

A License Final Exam

This is the most difficult stretch of Mid-Field. In the small S-corner, ignore
the first left and focus on the next right. Make a deep cut into the right curb
and come out as close as possible to the next hairpin. Brake while disturbing
the car's attitude to turn toward the inside. The key lies in turning the car
sharply in the first half of the corner so that you can hit the gas when coming
out.

Car used: Lancer Evolution IV GSR(J)
Times to beat:
Gold  : 15.53s
Silver: 16.0s
Bronze: 17.8s

On the first left, go to the outside and then be prepared for the right. Cut
as close to the inside of the turn as possible, then get ready for the last
turn, a left. Brake while turning to the inside, and then accelerate through
the turn and head for the finish.


Congratulations! You now have your A license!


==================================
International B License Exams
==================================

With the exception of IB-1 and IB-2, all tests give you a rolling
start.

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

IB-1 Circle Track: 60R, Wet Road

Three laps around a circular track with a 60-m radius. This is
basically the same test as A-4, but this time the road is wet as if
after a rain. The test car has the traction control and other driver
assist features turned off, so even more delicate accelerator control
is required. See how the car reacts depending on how you step on the gas.

Car used: Corvette Z06
Times to beat:
Gold  : 49.6s
Silver: 50.2s
Bronze: 52.8s

To pass this test, you want to stay as close to the inside curb as
close as possible. Keep your speed between 50-60mph and don't brake,
just let off the accelerator. Continue to tap the accelerator to
keep the speed in that range. You will need to make sure you don't
accelerate too fast, else you will begin to spin out.

---------

IB-2 Circle Track: 100R, Wet Road

Three laps around a circular track with a 100-m radius. This is
basically the same test as A-5, but this time the road is wet as if
after a rain. The test car has the traction control and other driver
assist features turned off, so even more delicate accelerator control
is required. See how the car reacts depending on how you step on the gas.

Car used: Corvette Z06
Times to beat:
Gold  : 1m 1.6s
Silver: 1m 2.4s
Bronze: 1m 5.5s

To pass this test, you want to stay as close to the inside curb as
close as possible. Keep your speed between 70-75mph and don't brake,
just let off the accelerator. Continue to tap the accelerator to
keep the speed in that range. You will need to make sure you don't
accelerate too fast, else you will begin to spin out.

---------

IB-3 Braking and Cornering I

Here you negotiate a 90-degree right turn at the end of the Seattle
back straightaway, and crank two consecutive sharp turns. Without a
solid feel for the point to start braking, not only will you overshoot
the first right corner but the car's attitude will be bad for entering
the subsequent turns, resulting in a big time loss.

Car used: S2000 Type V(J)
Gold  : 22.45s
Silver: 23.0s
Bronze: 24.5s

Accelerate until the first right turn. Slow down to between 60-70mph
or whatever feel comfortable to you, and as you come out of the turn,
speed up and you should be able to pass right by the inside corner of
the left turn. Once past this, let off the gas to right yourself
coming out of the turn, then accelerate and for the following S
curve, go right through the middle passing the rails first on the left,
then the right side to the goal line.

---------

IB-4 Braking and Cornering II

This est has you negotiate Seattle's number 1 corner. This is a squared
off U shaped corner combining two 90-degree turns. After braking fully
to the right speed, try to run a smooth circular line that clips the
corners of both turns. Even if oyu are not right at the inside of the
first turn, be sure to clip the second corner, taking a line that
emphasizes the corner exit.

Car used: Corvette Z06
Gold  : 19.7s
Silver: 20.0s
Bronze: 21.2s

Accelerate and head to the outside of the first turn. Nearing it, brake
down to 40mph and cut as close to the turn as possible. Once past the
turn, accelerate and turn right for the second turn and when you come
out of it, you should miss hitting the left wall. Head to the finish.

---------

IB-5 Turning Accelerating and Weight Shift

This is the final stretch of Grand Valley. After accelerating while
turning through the tunnel, negotiate two consecutive hairpin turns.
While accelerating through the tunnel, avoid swinging too far out. In
the double hairpin, change the orientation of the car with rythmical
accelerator on/off action. Trying too hard in the first right will make
you suffer in the second, more important corner.

Car used: RUF 3400S
Gold  : 28.8s
Silver: 29.3s
Bronze: 30.5s

Accelerate into the tunnel, staying between 75 and 80mph. Once to the
first turn, slow down to 40mph and then after the turn, give a bit of
acceleration, but take the next turn at 40mph as well. After that, give
it the gas to the finish.

---------

IB-6 Fast Slalom I: Assist On

Cars are susceptible to spin on this slalom track. The test car has the
driver assist features turned on. Here you can safely learn how to turn
with the accelerator off and stabilize the car with the accelerator on-
an important lesson in accelerator control for driving a car. The
rhythm is something like "turn the car and then hit the gas while
passing the cones". Try to take actions far, far in advance.

Car used: RUF RGT
Gold  : 23.9s
Silver: 24.2s
Bronze: 26.2s

Accelerate through the first two turns, without braking. Use the red
and white curbs to your advantage. Release the gas for the third turn
to make the turn and the accelerate again for the next turn. Follow
this pattern to make it to the end. Your speed should stay between 90-
105mph.

---------

IB-7 Fast Slalom II: Assist Off

Now the test car's stability control system (which surpresses car spin)
is turned off. It is now necessary to turn with the accelerator off and
stabilize the car with the accelerator on much more carefully. By
comparing against the previous test, you should see just how much cars
now depend on technology. The key is to take actions far, far in
advance to prevent car movements from becoming too large.

Car used: RUF RGT
Gold  : 24.0s
Silver: 24.3s
Bronze: 26.3s

Accelerate through the first two turns, without braking. Use the red
and white curbs to your advantage. Release the gas for the third turn
to make the turn and the accelerate again for the next turn. Follow
this pattern to make it to the end. Your speed should stay between 85-
95mph.

---------

International B License Final Exam
This is the most difficult stretch of Apricot Hill. You just graze the
inside of the first high-speed left and control the car from its
unstable attitude while intermittently applying brakes to enter the
second left. Make sure you are able to keep solidly to the inside of
the left corner. In the subsequent S turn section, watch for excess
speed while rhythmically tracing the curbs.

Car used: NSX Type S Zero(J)
Gold  : 31.7s
Silver: 32.0s
Bronze: 33.7s

Accelerate untilt he first turn, where you'll want to brake to 90-
100mph which should allow you to slide around the corner. Tap the brake
for the following turn, and then accelerate, only using the brake when
necessary. Stay as close to the curbs on eash turn as possible, and
there should be no real trouble.

---------

Congrats on making it this far! You now have your I-B License!



                             __________________
 ___________________________/                  \____________________________
{                            Race / Prize Guide                             }
 \__________________/


Prizes:
-----------------------
1st    1,000 Credits
2nd      900 Credits
3rd      800 Credits
4th      700 Credits
5th      600 Credits
6th      500 Credits


Event           Recommended Car   Track                 Prize

BEGINNER LEAGUE:

Sunday Cup      Mazda Miata       Super Speedway        1000 Credits
                                  Mid-Field Raceway     1000 Credits
                                  Trial Mountain        1000 Credits

                                  Event Winner          Toyota Sprinter Trueno

Clubman Cup     Mazda Miata       Rome Circuit          1000 Credits
                                  Special Stage Route 5 1000 Credits
                                  Deep Forest Raceway   1000 Credits

                                  Event Winner          Mazda Eunos Roadster


 >More Coming Soon<

                             __________________
 ___________________________/                  \____________________________
{                            Tuning Information                             }
 \__________________/


NOTE - The ratings are based on a scale from one to five (* - *****). Five
stars is the highest rating something can get.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

========
MUFFLER
========

Sports
--------
Rating: **


Semi-Racing
------------
Rating: ***


Racing
-------
Rating: ****

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

=======
BRAKES
=======

Sports Brake
------------
Rating: ***


Brake Balance Controller
-------------------------
Rating: ****

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

=======
ENGINE
=======

Performance Chip
-----------------
Rating: ***


Engine Balancing
-----------------
Rating: ***


Port and Polish
----------------
Rating: ***


NA Tune up
-----------
Rating: ****


Displacement
-------------
Rating: ***

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

===========
DRIVETRAIN
===========

Transmissions
----------------
Sports: **
Semi-Racing: ***
Full-Racing: *****


Clutch
--------
Single-Plate: ***
Twin Plate: ****
Triple Plate: ****

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

=========
FLYWHEEL
=========

Sports
-------
Rating: **


Semi-Racing
------------
Rating: ***


Racing
-------
Rating: ****

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

===========
DRIVESHAFT
===========

Carbon Driveshaft
------------------
Rating: ****

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

=========
TURBO
=========

Stage 1
--------
Rating: ****


Stage 2
--------
Rating: ****


Stage 3
--------
Rating: ****


Stage 4
--------
Rating: *****

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

=============
INTERCOOLER
=============

Sports
-------
Rating: ****


Racing
-------
Rating: ****

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

==============
SUSPENSION
==============

Sports
-------
Rating: ***


Semi-Racing
------------
Rating: ****


Full-Customization
-------------------
Rating: *****

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

========
TIRES
========

Sports
-------
Rating: ***


Racing Hard
------------
Rating: ***


Racing Medium
--------------
Rating: ****


Racing Soft
------------
Rating: *****


Racing Super Soft
------------------
Rating: *****


Real Life Tires
----------------
Rating: *****

Dirt Racing Tires
------------------
Rating: ****

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

=================
WEIGHT REDUCTION
=================

Stage 1
--------
Rating: ***


Stage 2
--------
Rating: ****


Stage 3
--------
Rating: ****


Racing Modification
--------------------
Rating: *****


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

This mini-section are descriptions that were taken from the GT 2 Reference
Manual.
_____________________________________________________________________

=======================
1.) Muffler
=======================

-------
Sports
-------

Combines a less-restrictive replacement sports-model air cleaner with
a low back-pressure sports muffler to improve intake and exhaust flow.
Ideal as a first-time turbo upgrade. Improves high-rpm torque in non
supercharged engines.

--------------
Semi-Racing
--------------

A competition-grade air cleaner with urethane sponge filter is combined with a
low-back pressure muffler designed to enhance engine performance at high rpm.
Ideal for large-displacement turbo engines. When using with a non-supercharged
engine, proper tuning beforehand is a must.

--------
Racing
--------

Delivering even better intake efficiency than the semi-racing model, this
racing air cleaner with a velocity stack is combined with a high-
efficiency straight muffler designed for racing cars that normally operate in
the high-rpm range. Suitable for tunings that maximize peak power. Reduces
low-rpm torque and so requires proper consideration of engine characteristics,
gear ratio, and other factors.



=======================
2.) Brakes
=======================

---------------
Sports Brakes
---------------
Contains carbon metallic brake pads for dependable stopping power, even during
long-distance driving. With far more initial stopping power and fade resistance
than ordinary brakes, these brakes are also suitable for endurance races. Brake
fluid (DOT 5) is also changed.

--------------------------
Brake Balance Controller
--------------------------
Controls the anti-lock braking system to maintain the desired balance in
braking power between the front and rear brakes. Strengthen the front to increase
understeer for extra stability, or strengthen the rear to increase oversteer
for better maneuverability. Remember that a too-strong rear brake balance
increases the likelihood of spinout.


=======================
3.) Engine
=======================


------------------
Performance Chip
------------------

The most basic upgrade. Altering the Engine Management Program settings allows
you to boost power by adjusting engine ignition timing, the air/fuel ratio, and
other variables. For turbocharged vehicles, the air filter and muffler are
also replaced, for a beginner's-level upgrade.

----------------------
Full-Engine Balancing
----------------------

An extensive upgrade that includes piston and connecting rod weight balancing,
and a precision-balanced crankshaft. Reduces vibration and bearing loads, and
allows higher engine speeds. The rev limiter is reset to take advantage of
this.

-----------------
Port and Polish
-----------------

Polishes the interior of the intake ports, reducing air-flow resistance boosts
engine power by what may seem a low degree, but is essential for normally
aspirated and supercharged engines alike.

------------
NA Tune-up
------------

* STAGE 1:
Boosts the power of non-supercharged engines by adjusting the ignition and
valve timing and by installing thinner head gaskets for a higher compression ratio.
The exhaust manifold is also replaced. Peak power is enhanced without affecting
low-rpm torque.

* STAGE 2:

Picks up where Stage 1 leaves off. Not only raises the compression ratio even
further with high-compression pistons and head polishing, but also boots high-
rpm output by replacing the cams, mounting reinforced valve springs, and Port
and Polish. Although low-speed torque is diminished somewhat, the emphasis
here is on boosting high-rpm power. The Engine Management Computer is also
reset according to your vehicle specs.

* STAGE 3:

Following up on Stage 2 enhancements, this upgrade completely overhauls the
engine to enhance high-rpm performance. Higher- compression pistons, special
high-lift racing cams with a large amount of valve overlap, heavy-duty
competition valve sprins and connection rods, and engine block strengthening
are all part of the package. The power band is shifted to the medium to high
range to boost maximum horsepower.

----------------------
Displacement Increase
----------------------

There's no replacement for displacement. This upgrade raises cylinder
displacement by increasing engine bore and stroke. Greater displacement
generally boosts the engine's torque in all rpm ranges.


=======================
4.) Drivetrain
=======================

Transmissions
===============

* Sports Transmission

Replaces a normal transmission assembly with a transmission with closer gear
ratios in all five gears. Prevents revs from dropping below the powerband when
upshifting, and allows smoother downshifts. Ensures useful power in a variety
of turns. Recommended for non-supercharged engines.

* Semi-racing Transmission

These gear ratios are even closer than those of the Spors Close- Ratio
Transmission. This gearbox is ideal for highly-tuned cars with a narrow
powerband. Note that upshifting and downshifting will become more frequent.
Because of time loss during shifting, this transmission may be
counterproductive in cars with high-torque, wide-powerband engines.

* Full-racing Transmission

For races that permit the replacement of all gears, including the final drive
gear. This upgrade also makes it possible to fine-tune the gear ratios
according to vehicle specs and circuit features.

--------
Clutch
--------
* Heavy-Duty Single Plate Clutch

Changes the clutch feeling during upshifting, so that upshifting feels more
direct than with a normal clutch.

* Twin Plate Clutch

This racing clutch kit features dual clutch places, ideal for high-torque,
high- power vehicles. Reduces clutch slippage during upshifting, improving
acceleration.

* Triple Plate Clutch

Featuring three clutch places, this clutch kit boosts torque transmission and
enhances the directness of the power. Ideal for highly-tuned cars.

-----------------------------------------------
Limited-Slip Differential (For Professionals)
-----------------------------------------------
* 2-Way Limited-Slip

A limited-slip differential that delivers the limited slip effect during both
acceleration adn deceleration. Stabilizes the vehicle attitude during braking,
thereby permitting even harder braking. Delivers powerful traction during
acceleration, but clearly makes turning more difficult and so is suited to
drivers who are skilled at turning.

* 1.5-Way Limited-Slip

Reduces the limited-slip effect during deceleration while maintaining the full
limited-slip effect during acceleration. This ensures powerful traction, and
during braking, prevents excessive reduction in the force of the car attempting
to turn. Free of quirkiness, this is a good all-around limited-slip unit.

* 1-Way Limited-Slip

This limited-slip activates the limited-slip effect only during acceleration,
and so is suitable for front wheel drive vehicles, which are difficult to turn
under any conditions. The absence of the limited-slip effect during braking
makes it possible to maximize turning power. However, the tendency of the
vehicle to lose stability during braking should be noted. The shortcoming of
this type of limited-slip is that vehicle characteristics during acceleration
change greatly when the accelerator is released to decelerate.

* Full Customization

This special rcing modification allows independent adjustment of the limited-
slip effect during acceleration and deceleration. Although capable of greatly
changing a car's performance, this modification requires careful adjustment as
improper adjustment can destroy the car's balance.

------------
Flywheel
------------
* Sports

A lightweight flywheel made with chrome molybdenum steel. Let's the engine rev
mroe quickly. Improves acceleration slightly, but with narrow-powerband
engines, revs may drop below the powerband unless a close-ratio transmission is
also used.

* Semi-Racing

Even lighter than the sports type, this flywheel is especially designed for
racing. Makes for a quick-revving engine. Improves acceleration slightly, but
with narrow-powerband engines, revs may drop below the powerband even more
easily unless a close-ratio transmission is also used.

* Racing

A super-lightweight flywheel exclusively for racing. Makes for a quick-revving
engine that also drops revs quickly. Improves acceleration and deceleration,
but with narrow-powerband engines, revs may drop below the powerband unless a
close- ratio transmission is also used and the driver can master the proper
shifting technique.

-----------
Driveshaft
-----------
* Carbon Driveshaft

A lightweight driveshaft made with a carbon composite. Situated between the
engine and the differential gear in front-engined, rear wheel drive or all
wheel drive cars, the driveshaft is just as important as the flywheel for
acceleration performance.


=======================
5.) Turbo
=======================

Turbo Kits
-----------

* STAGE 1:

A turbo kit that uses a compact turbocharger to generate high-rpm torque without
sacrificing torque in the low to medium rance. Minimal turbo lag and high
response combine to create an excellent balance suitable for all types of
circuits. Metal gaskets, oil cooler, are inforced oil pump, and other high-
durability parts are also installed.

* STAGE 2:

A turbo kit that stresses high-rpm peak power and low to mid-range balance.
Torque in the low range is somewhat low compared to Turbo Kit 1, but mid to
high range power is boosted considerably. In addition to metal gaskets, oil
cooler, a reinforced oil pump, and other high- durability parts, a fuel pump,
injector computer, and other turbo components are also installed.

* STAGE 3:

A turbo kit that focuses on quarter-mile acceleration. The powerband shifts
further into the high-rpm range than with Turbo it 2. For greater
effectiveness, this turbo kit should be combined with a close-ratio
transmission and other parts. The cam is also replaced with one designed for
turbo characteristics. In addition to metal gaskets, oil cooler, a reinforced
oil pump, and other high- durability parts, a fuel pump, injector, computer,
and other turbo components are also installed.

* STAGE 4:

An oversized, high-rpm, high-output turbo kit designed purely with maximum
horsepower in mind. Suitable for maximum-speed contests, for instance. The cam
is also replaced with one designed for turbo characteristics. In addition to
metal gaskets, oil cooler, a reinforced oil pump, and other high-durability
parts, a special fuel pump, injector, computer, and other turbo components are
also installed.

=======================
6.) Intercooler
=======================

--------
Sports
--------

This air-cooled intercooler cools the hot intake air after it is
pressurized by the turbocharger. By lowering the intake air temperature, air
density is increased, allowing for more fuel to be used and boosting power. An
essential part for a high-performance turbo engine.

---------
Racing
---------

Boosts the power of a supercharged engine by lowering the intake air
temperature. The larger capacity increases the temperature-reducing
capabilities but slightly lowers engine response. This high-capacity
intercooler is a suitable upgrade for engines with a high maximum
supercharging pressure.



=======================
7.) Suspension
=======================

----------------
Suspension Kits
----------------
* Sports

An all-purpose, beginner-friendly suspension kit that covers all types of
driving, from street to circuit. Both front and rear shock absorbers are
adjustable to one of 10 damping force levels. Camber angle is also adjustable.
Clearnace is lowered approximately 1 inch in the front and back. Two-way low-
pressure gas shock absorbers (adjustable to 10 levels).

* Semi-Racing

A ride height-altering suspension kit for intermediate drivers. Spring rate and
the shock absorber damping force are harder than with normal sports suspension.
Front and rear ride height is adjustable in 1-millimeter increments. Damping
force is adjustable to one of 10 levels, and camber angle is also adjustable.
Single high-pressure gas shock absorbers.

* Full Customization (For Professionals)

Enables tuning of all suspension parts. Adjusts shock absorbers, replaces
springs with ones with different spring rates, and replaces the stabilizar
(anti-roll bar), which controls the vehicle's lateral roll stiffness. Wheel
camber can be changed, and toe-in is also adjustable. Shock absorber
compression (bound) and extension (rebound) are independently adjustable to one
of 10 levels.



=======================
8.)Tires
=======================

--------------
Sports Tires
--------------
Sports tires are for paved-road driving and have a greater grip than normal
tires. Mounting high-performance tires enhances a car's cornering,
acceleration, and braking performance and is the most effective upgrade.
Purchasing tiresentitles you to subsequent tire services for as long as you own
those tires. Front and rear tires must be purchased together.

--------------------
Racing Slick Tires
--------------------
* Racing Hard

A set of front and rear slick tires for racing on paved surfaces. These tires
have low grip but are made with a durable compund that ensures consisten grip
over the long term. Because these tires warm up slowly, use proper caution
during the first 2 laps on a racing course.

* Racing Medium

A set of front and rear slick tires for racing on paved surfaces and made of a
special compund that provides a proper balance between grip and durability.
Tires heat to the appropriate temperature after 1 lap to ensure high grip. Thee
tires are not as durable as hard tires but last longer.

* Racing Soft

A set of front and rear slick tires for racing on paved surfaces and made of a
special compund that provides excellent grip, although at the expense of some
durability. Ideal for time trials, for instance. After only one-half lap, these
tires heat sufficiently to provide excellent grip. Limited durability requires
more-frequent tire replacement.

* Racing Super Soft

A set of front and rear slick tires for racing on paved surfaces. These tires,
which cast durability to the win to provide maximum grip, requre only several
turns to warm up to the point of maximum grip. Caution is required as loss of
grip due to wear can occur suddenly.

-------------------
Dirt Racing Tires
-------------------
Dirt racing tires, which must be mounted on all 4 wheels for racing on dirt
courses. These tires are designed to ensure vehicle controllability on slippery
gravel and other unpaved surfaces. Dirt racing tires are available only for
certain vehicle types.

--------------------------------------
Simulation Tires (For Professionals)
--------------------------------------
A tire that even more closely approximates the characteristic of
actual, real-life tires. These tires make driving with the game
controller extremely difficult and so provide a virtual experience of
real-life driving (as opposed to video-game driving), requiring early
braking, careful steering, and delicate accelerator manipulation. This
is a set of front and rear tires for paved surfaces.


=======================
9.) Others
=======================

------------------
Weight Reduction
------------------
* STAGE 1:

Lightens the vehicle by removing unnecessary parts and relacing others with
parts made of lightweight-material. The numerous advantages of a lighter car
include enchanced acceleration performance, improved cornering and braking, and
better tire durability.

* STAGE 2:

Lightens the vehicle more by removing more parts and/or replacing more with
lighter materials.

* STAGE 3:

Takes Stage 2 lightening a step further.


-------------------
For Professionals
-------------------

* Yaw Control System:

This component changes the setting of the Yaw Control System, which generates
rotational moment in the vehicle by controlling the distribution of torque
between the left and ride drive wheels. Raising the setting creates rotational
moment during cornering, making turning easier. Note that too high a setting
increases the likelihood of tire spinning.

* Active Stability Controller:

Prevents spinning due to oversteering by actively controlling the
braking power of all four wheels. A high setting stabilizes the car
but makes cornering more difficult. A low setting permits greater
freedom of movement in cornering but diminishes the spin-prevention
effectiveness of the device.

* TCS Controller:

For adjusting the setting of the TCS (Traction Control System), which prevents
wheelspin by automatically releasing the accelerator when a drive wheel is
detected to be spinning. Changing the traction control setting changes car's
handling. A high setting stabilizes the car by eliminating wheelspin, but may
dimish acceleration. With powerful rear wheel drive, a low setting can result
in oversteering when the accelerator is being pressed.





 04. Arcade Mode



Arcade mode is the "thin" part of Gran Turismo 3. Everything here is all ready
for you to jump into it and get into the game quickly. Start here if you are
a Gran Turismo "newbie".

                             __________________
 ___________________________/                  \____________________________
{                                  Tracks                                   }
 \__________________/


There are 5 to 6 tracks in a group. Getting 1st place on all 6 tracks in a
group gives you something depending on difficulty. Example: Clearing all of
Group A with 1st place wins on easy gives you Group B.

*TIP*: Beating a race on Hard opens up all of the prizes, even the prizes that
       are given just for a win on Easy Mode. We suggest doing this to avoid
       having to race more than you have to.

Easy - The next 6 tracks are opened
Normal or Hard - Cars are given

Group A:
---------
Super Speedway
Mid-Field
Smokey Mountain
Swiss Alps
Trial Mountal
Mid-Field II

Group B:
---------
Smokey Mountain II
Tokyo Route 246
Grand Valley
Laguna Seca
Rome Circuit
Tahiti Circuit

Group C:
---------
Swiss Alps II
Trial Mountain II
Deep Forest
Special Stage Route 5
Seattle Circuit
Test Course

Group D:
----------
Tokyo Route 246 II
Grand Valey II
Rome Circuit II
Tahiti Circuit II
Tahiti Maze
Apricot Hill

Group E:
---------
<Coming soon>

Group F:
---------
<Coming soon>


Getting 1st place on the 6 races in a group gets the following:

Easy - Next 6 courses unlocked
Normal and Hard - Cars unlocked

So by getting 1st on the starting six courses in Easy, you then receive:

- Smokey Mountain II
- Tokyo Route 246
- Grand Valley Speedway
- Laguna Seca Raceway
- Rome Circuit
- Tahiti Circuit.




 05. FAQ (Frequently Asked Questions)



===============================================================================
1. Q: How many cars are there in GT3?
===============================================================================

There are over 100 cars, but check the "Car Information" section at the beginning
of the FAQ for the full list.


===============================================================================
2. Is there a way to turn down the background sound effects and turn up the
   volume of the background music or vice versa?
===============================================================================

In a short answer, no. All you can do is toggle those settings on and off, but
you cannot adjust the volume of them.


===============================================================================
3. Q: Are there more than 2 car views?
===============================================================================

No, there are only the 2 default views (First Person and behind the car). You
cannot adjust the view like in Gran Turismo 1 & 2. This does indeed bite.


===============================================================================
4. Q: Is there an option to add Racing Modifications to your car like in GT1 &
      GT2?
===============================================================================

Sorry, but I don't think there is a racing modification option in GT3, since
there are less cars, and it took over 2 years for the developers to make each
car life- like, and making them with racing mods would probably take at least
another year to do, and I don't think Sony wanted that to happen. Sorry.


===============================================================================
5. Q: What's your recommendation for a first car?
===============================================================================

We suggest either going with the Toyota Sprinter Trueno or a Mazda Miata, since
they are both almost equal and cheap. However, with the Trueno, you'll have
more cash leftover, so you can use that to upgrade it more than you could with
the Miata. OrochiJin bought a Miata, and I (Nemesis) got a Trueno, if you
wanted to know...


===============================================================================
6. Any suggestions for a way to get fast cash?
===============================================================================

Well, if you have a pretty fast Turbo-charged car, you can enter the Beginner
League, then the Turbo Challenge, then race on the Test Track (2 laps), and
if you win, you get 5,000 credits. However, this is VERY boring, and you need
a fast car, since you race against Skylines, 3000GTs, etc.

Here's a tip from IGN.com:

The quickest way that we've found is to enter the Amateur League German Touring
Car Challenge. It's a five race series with only three laps per race, so it can
be completed in less than 20 minutes. You need to finish first in the first
four races, earning 10,000 credits per race, then save your game. Enter the
fifth and final race and simply quit out of it to end the series. If you
finished first in the first four races, you'll win the series, more prize money
(30,000 Cr.) and one of four random prize cars. If you get the Opel Astra
Touring Car, you can sell it for 245,000 credits, thus bringing your 20-minute
prize total to 315,000 credits. Doing this, you can net yourself about 900,000
credits per hour.


===============================================================================
7. Q: Are there any codes?
===============================================================================

Here's how to open up Professional Mode in Arcade Mode:

Go into Arcade Mode, and select the Difficulty Level. Bring the cursor and over
the "Hard" option. Hold R1 and L1, then press "X", and Professional Mode will
open up!



__.- This document Copyright  2000-2001 Nemesis/Orochi Jin. All rights reserved -.__

                                          -EOF-




