Rally Fusion

Rally Fusion

17.10.2013 11:29:01
~B
RALLY FUSION: GAME GUIDE

by

Jamie Stafford/Wolf Feather
feather7@ix.netcom.com



Initial Version Completed: November 23, 2002
FINAL VERSION Completed: December 1, 2002

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CONTENTS
Spacing and Length
Permissions
Introduction
ROC (Race of Champions)
Quick Race
ROC Challenge
Navigators
Car Customization
Tips
Drivers
Racing Tips: Braking
Racing Tips: Cornering
Racing Tips: Wet-weather Racing/Driving
Diagrams
Contact Information

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SPACING AND LENGTH
For optimum readability, this driving guide should be
viewed/printed using a monowidth font, such as Courier.
Check for font setting by making sure the numbers and letters
below line up:

1234567890123456789012345678901234567890123456789012
ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz

This guide is nearly 20 pages in length using Courier 12 font
in the Macintosh version of Microsoft Word 98.

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PERMISSIONS
Permission is hereby granted for a user to download and/or
print out a copy of this driving guide for personal use.
However, due to the extreme length, printing this driving
guide may not be such a good idea.

This driving guide may only be posted on: FeatherGuides,
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ps2fantasy.com, gamespot.com, and vgstrategies.com. Please
contact me for permission to post elsewhere on the Internet.

Should anyone wish to translate this driving guide into other
languages, please contact me for permission(s) and provide me
with a copy when complete.

Remember: Plagiarism in ANY form is NOT tolerated!!!!!

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INTRODUCTION
Rally Fusion's 'main event' is the annual Race of Champions,
held on a parallel circuit in Gran Canaria. However, there
are plenty of stage-based and circuit-based events spread
throughout a number of gameplay modes which can unlock better
and faster cars as well as higher and tougher classes of
competition, with the end result of Rally Fusion having a
tremendous run of repeat gameplay.

However, in ROC Challenge (the main gameplay mode in which
others are unlocked), the learning curve is VERY steep. The
Qualifiers and Class C are both incredibly easy, although
Class C will still require approximately three hours to
complete. The competition is tougher in Class B, as one
would expect, with approximately four hours required to
complete Class B. Class A, however, is virtually impossible;
it would NOT be unusual to spend four hours simply trying to
get past the first two events in Class A >:-( This would be
comparable to someone who has never even flown on an airplane
as a passenger being required to fly a fighter jet across an
entire continent AND refuel in the air several times...
without any prior training.

Players can expect plenty of fun and frustrating racing
action in Rally Fusion. The circuits are varied, from
snowy/icy hill climbs to desert stages to desert circuits to
seaside courses and beyond. The cars range from single-
seater buggies to Lancias to Opels to Mitsubishis and beyond.

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ROC (RACE OF CHAMPIONS)
ROC Mode actually includes two types of events: ROC (Race of
Champions) and Nations Cup.

ROC (Race of Champions) is divided into three classes: Class
C, Class B, and Class A. Initially, only Class C is
available. In each class, the player is entered into a
bracket of eight competitors, and must win (best two of three
races) three series to win the Race of Champions for that
class. Winning in Class C unlocks Class B; winning in Class
B unlocks Class A.

Nations Cup is essentially ROC (Race of Champions), but in
multi-player format. Here, two, three, or four players -
each using a DIFFERENT controller - take turns competing in
the Race of Champions. Initially, only Class C is available.
Winning in Class C unlocks Class B; winning in Class B
unlocks Class A.

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QUICK RACE
Quick Race Mode is a conglomeration of multiple events. The
events and circuits/stages in Quick Race Mode become
available as they are unlocked by progressing through all
three classes in ROC Challenge.

Race of Champions: This is the annual tournament at Gran
Canaria pitting driver against driver in
identical cars on a parallel circuit.
This makes the Race of Champions a TRUE
test of driver skill, NOT a challenge of
who has the better car.
Rally: This is a traditionally rally stage, with
only one car on the stage in an attempt
to complete the stage with the fastest
possible time.
Rally Cross: Run on rally stages, the player competes
directly with multiple cars on the stage
at once.
Circuit: This is a traditional circuit with rally-
esque features. There are several
competitors on the circuit along with the
player.
Time Trial: Using any of the unlocked stages or
circuits, the player attempts to break
the current stage/lap record.
Hill Climb: This is a stage-like setting, with the
player attempting to get to the top of
the mountain as quickly as possible.
Hill Climb Extreme: This is essentially Rally Cross, but on
a hill climb.
Checkpoint: This is true arcade-style racing in that
the player must reach each checkpoint
before the countdown timer expires.
Elimination: Competing against three CPU-controlled
vehicles, this is a three-lap race at a
circuit. At the end of each lap, the
car in last place is eliminated.
Follow the Leader: Competing against three CPU-controlled
vehicles, this is a unique gameplay event
in which all vehicles have the same
amount of energy at the beginning of the
event. Only the leader will NOT lose any
energy; the further back a car is in the
field, the faster that car loses its
energy. The winner is the car is keeps
going the furthest (i.e., all other cars
have run out of energy and are stalled on
the circuit).
Driving Challenge: Set in an arena, the player must complete
a number of driving tasks within the
allotted time.
Relay: This is essentially a baton race, but
with cars. The player can only choose
ONE of the cars to use; the other is
assigned at random by the CPU. Each lap
is driven with a different car.
World Tour: Run across six rally stages, the player
must complete each stage as quickly as
possible while incurring as little damage
as possible to ensure finishing the World
Tour.
World Tour Extreme: This is World Tour with several
competitors on-track and a points system.

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ROC CHALLENGE
ROC Challenge has the player competing across the world
against the world's best drivers. This is first done by
completing all the Qualifier events to obtain a license.
Next, each class is handled from easiest (Class C) to hardest
(Class A).

WARNING: CLASS A IS VIRTUALLY I M P O S S I B L E >:-(

Qualifiers
The Qualifiers are somewhat easy, so players need not fret
about not being able to obtain a license. There are four
events here, but only three are shown; once the first
three events have been completed, only then will the
fourth event become available.

The first and third Qualifier events are timed stage-based
rallies. The fourth Qualifier event is a head-to-head
competition at Gran Canaria.

The second Qualifier event could use some explanation.
Here, the player must enter an arena and complete a
'slalom' course. There are four 'slalom' sections of four
checkpoints each (designated by panels displaying arrows).
Between the panels at each checkpoint are three flags: a
green flag in the center flanked by two red flags.
Touching a red flag will add FOUR seconds to the player's
overall time; touching a green flag will subtract TWO
seconds from the player's overall time. As long as the
player only touches two or three red flags, there should
be no problem in passing this Qualifier event.

Class C
In Class C, there are two initially types of competition:
Rally Challenge and Circuit Challenge. Rally Challenge is
comprised of three rally stages where the player is alone
on each stage and must attain the fastest total time for
the rally. In Circuit Challenge, the player and several
competitors are on the tracks at the same time and must
strive to have the most points at the end of the Circuit
Challenge, with points awarded in each event: six points
for first place, four points for second place, two points
for third place, and NO points for last place. In both
Rally Challenge and Circuit Challenge, the player is given
a total of twenty repair points to use to fix any damage
to the chosen vehicle; these must be spent wisely, as
these points must last for the entire challenge!!!!!

Once the Class C Rally Challenge and Circuit Challenge
have been completed, the Rally Cross Challenge becomes
available. Rally Cross Challenge includes two competitor
and is run on three rally stages, with points awarded for
each stage: six points for first place, four points for
second place, and two points for third place.

Once the Class C Rally Cross Challenge has been completed,
Driving Challenge I appears. Winning this unlocks Ford
Escort Miki Duel, Compact Rally Challenge, and Single Seat
Circuit Challenge. Ford Escort Miki Duel is a one-on-one
competition at Gran Canaria. Compact Rally Challenge is
run across three stages.

Winning the above events unlocks the Opel Kadett Duel and
the European Rally Cross Challenge. Opel Kadett Duel is a
one-on-one competition at Gran Canaria. European Rally
Cross Challenge is run against two competitors across
three stages.

Winning the above events unlocks Driving Challenge II.
This is HARD!!!!!!!!!!!!!!!!!!!!!!!!!! In the arena,
there are four platforms upon which specific feats must be
completed. The Forward Park is conducted on each of the
first two platforms; here, the car must be parked for two
seconds upon the platform between the red flags. The
third platform is the 360 Spin, where the car must come to
a stop and complete a FULL 360-degree rotation (in either
direction). The final platform is for the Reverse Park,
in which the player must back onto the platform and must
be parked for two seconds before leaving.

Winning Driving Challenge II unlocks Formule France Duel,
Hill Climb, Ford Escort Miki Elimination, and Toyota Rav4
Follow the Leader. In Ford Escort Elimination, all
competitors drive a Ford Escort; at the end of each lap,
the car is last position in eliminated from the
competition.

Of these four newly-unlocked events, Toyota Rav4 Follow
the Leader is the most difficult of these. Here, the
player is against three competitors, and everyone is
equipped with a Toyota Rav4. Everyone begins with the
same amount of energy; energy is depleted by NOT being in
the lead (cars further back in the field lose energy
faster than cars ahead) and by damaging the vehicle. The
player ALWAYS begins in final position, which inherently
means that the player is ALWAYS in the worst possible
position; winning these Follow the Leader events is thus
virtually impossible >:-(

Getting past ALL these events unlocks the Class C Race of
Champions. The player is entered into a bracket of eight
competitors, and must win (best two of three races) three
series to win the Class C Race of Champions. After the
Toyota Rav4 Follow the Leader, the Class C Race of
Champions is incredibly EASY!!!!!

Winning the Class C Race of Champions completes Class C of
the ROC Challenge and unlocks Class B. Players should
anticipate approximately three hours to complete Class C.

Class B
Class B begins with three events: Peugeot 306 Duel, Rally
Challenge (run across four stages, with only 20 repair
points despite the 'extra' stage), and Circuit Challenge
(run across four circuits, with only 20 repair points
despite the 'extra' circuit). The Peugeot 306 Duel is
definitely a bit more difficult than the duels in Class C.
Also, whereas the Class C events at Gran Canaria were held
at sunset, the Class B events at Gran Canaria are held at
midday; this makes the Gran Canaria parallel circuit look
just different enough to essentially be 'foreign' on the
first few runs in the very-bright lighting conditions.
[Those who have played other racing games with variable
lighting conditions, such as F1 2002 and Le Mans 24 Hours
(also on the PlayStation2), will likely have an easier
time adjusting to the different lighting conditions.]

Winning the initially-available Class B events will unlock
the Toyota Celica GT4 Duel and the Rally Cross Challenge
(run across four stages, with only 20 repair points
despite the 'extra' stage).

Winning the Toyota Celica GT4 Duel and the Rally Cross
Challenge will unlock Driving Challenge III. This time,
the first area is a forward slalom with NO green flags to
lower time, but plenty of red flags to ADD 4 SECONDS for
each flag touched. Next comes the forward park on a truck
platform. The third test is the 360 Spin. The final test
is the reverse park.

Winning Driving Challenge III unlocks the Lancia Delta
Integrale Duel, Japanese Rally Challenge, and European
Circuit Challenge. Winning these events will unlock
Peugeot 206 Duel and Champions Rally Cross Challenge.

Winning Peugeot 206 Duel and Champions Rally Cross
Challenge will unlock Driving Challenge IV. This time,
the tests are: 360 Spin, Reverse Slalom, Reverse Park, and
Reverse Park on a Trailer.

Winning Driving Challenge IV unlocks Toyota Corolla Duel,
Hill Climb, Toyota Elimination, and Peugeot Follow the
Leader.

Winning these events unlocks the Class B Race of
Champions. The player is entered into a bracket of eight
competitors, and must win (best two of three races) three
series to win the Class C Race of Champions. After the
Toyota Rav4 Follow the Leader, the Class C Race of
Champions is incredibly EASY!!!!!

Winning the Class B Race of Champions completes Class B of
the ROC Challenge and unlocks Class A. Players should
anticipate approximately three hours to complete Class B.

Class A
Class A begins with Rally Challenge and Circuit Challenge
available. Each event includes five rallies or races,
with only twenty repair points for the entire Challenge.
In the Rally Challenge, rolling or severely damaging the
car only ONCE across the five rallies automatically
prevents the player from winning Rally Challenge because
the goal times are set so ^#&*@$ low.

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NAVIGATORS
Rally Fusion includes a choice of three naviagtors/co-drivers
to give aural driving instructions. The first is a British
male with a VERY short fuse; simply getting the car dirty
will cause him to explode into profanity (which is bleeped
out). The second navigator is an American male with a
slightly longer fuse than his British counterpart; he tends
to get excited, but is not verbally abusive. The final
navigator is a British female; she is also somewhat excitable
and she does occasionally slip into profanity, but she is
definitely a little more mellow than her two male
counterparts.

It is really amazing that the navigators in Rally Fusion have
such personalities. One would expect that the world's best
drivers would have the world's best navigators, who are
generally 'impersonal' and stick strictly to the driving
instructions, offering little other commentary or chatter.
Perhaps this was simply done to provide a little more
'flavor' to Rally Fusion.

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CAR CUSTOMIZATION
Since Rally Fusion is primarily an arcade-style game, there
are only three areas of car customization: Transmission,
Tires, and Gear Ratio.

Transmission: The player can choose Automatic or Manual.
Tires: The only choices are Snow, Tarmac, Mud, and
Dirt. The CPU will always make a Tire
suggestion, and the player should never
make any changes here.
Gear Ratio: Rally Fusion offers three Gear Ratio settings:
Acceleration, Intermediate, and Top Speed.
Acceleration provides faster acceleration, but
at the sacrifice of top-end speed. Top Speed
provides excellent top-end speed, but slower
acceleration. Intermediate is the 'middle-
ground' setting.
The CPU will suggest a Gear Ratio for each
event... AS LONG AS THE PLAYER HAS NOT MADE ANY
PRIOR CHANGES TO THE GEAR RATIO SETTING. Once
the player has changed the Gear Ratio setting,
the game will no longer automatically make a
Gear Ratio suggestion; instead, the setting
last used by the player will appear.

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TIPS
Buy or rent or borrow any game in the Gran Turismo series,
but especially Gran Turismo 2 or 3. In one of these games,
work through the License Tests, as this will teach how to
approach the various elements of racing, from judging braking
distances to controlling a car on a surface with little grip.
Gran Turismo 2 introduced rally racing to the series, so GT2
and GT3 both include a Rally License; the time and effort
spent in acquiring the Rally License in GT2 or GT3 will help
with World Rally Challenge. Overall, Gran Turismo 2 is
probably a better choice of the three games in the Gran
Turismo series, as GT2 includes the Pikes Peak Hill Climb and
Pikes Peak Downhill courses, the only point-to-point rally
venues in the series thus far (all other rally events are
held at actual circuits); unfortunately, both Pikes Peak
stages were removed for Gran Turismo 3 :-(

In rally racing, the principles of standard pavement-based
racing apply. However, there is generally less tire grip in
rally racing, which makes anticipation a key element in
correctly holding a tight racing line at the apex of a
corner, in judging braking distances on a steep downhill
grade, etc.

In general, 'Easy' corners do not require braking to safely
clear; 'Hard' corners and hairpins DO require braking;
'Medium' corners may necessitate braking depending on the
surroundings and the entry speed. Hairpins ALWAYS require
braking.

Do not depend solely upon the navigator's instructions (these
are deactivated if driving a single-seater car, for obvious
reasons) and the sign icons at the top-center of the screen
to drive cleanly through each stage. Try to look as far
ahead as possible and use the lay of the land to determine
what the road ahead will entail. Most roads follow the
contours of mountains and hillsides, using a series of
switchbacks for climbing and descending steep mountainsides.
On occasion, visibility is clear so far ahead that it is
possible to see turns several hundred meters - or more -
beyond what the navigator is currently saying. Some roads
leave one particular mountain and run along an adjacent
mountain, and this can sometimes also be seen across a
valley. For those roads atop short ridges, it is often
possible to see the various turns far ahead. Try to use
really tall objects such as trees - and especially telephone
poles, as they are almost ALWAYS located directly next to the
road - to determine the location and severity of upcoming
turns.

Rally Fusion does not provide long complex navigation
directions (aurally or on-screen) - unlike some rally-based
games, such as World Rally Championship - nor are distances
given by the navigator (when activated). There are times
when this information could be REALLY useful. For example,
'200 Hairpin Right Caution Over Crest into 50 Hairpin Left
Caution Jump' in World Rally Championship would translate to
simply 'Hairpin Right Hairpin Left' in Rally Fusion. This
makes the player wonder about other unnamed issues, such as:
1.) 'Is there an unprotected drop-off on the outside of
either hairpin corner?'
2.) 'What is the distance between the two upcoming hairpin
corners?'
3.) 'Is that simply a crest or an actual jump ahead?'

Whenever SAFELY possible, it is generally faster to
straightline consecutive corners, especially when these are
'Medium' or 'Hard' corners. This is especially true for
chicanes. Players need not worry about being penalized for
driving off the circuit; the navigator will likely make a
fuss about it, but there will be no penalties assessed for
making use of this tactic.

Spectators will sometimes be standing in the middle of the
road, or will run across it. There are also occasionally
animals (primarily chickens) in the raceway. Then, of
course, there is the television helicopter, which sometimes
comes down so close to the ground that it appears that the
car(s) will ram into it!!! While this can definitely be
difficult at first, players must learn to essentially ignore
all these extraneous elements and concentrate on the road
ahead.

When racing on the parallel circuit at Gran Canaria, do not
bother trying to cheat by crossing to the opposite lane as
soon as possible. The CPU will only credit a race as being
completed if the player has crossed the OPPOSITE Start/Finish
Line first, THEN crossing the Start/Finish Line for the lane
in which the player began the race. In other words, if the
player begins on the Inside Lane, then the player must first
cross the Start/Finish Line on the Outside Lane before
crossing the Start/Finish Line again on the Inside Lane.

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DRIVERS
Rally Fusion has the player competing against many well-known
motorsport drivers and riders from around the world.

Class C Drivers (Virtually no rally experience):
Troy Bayliss
Frank Biela
Luca Cadalora
Yannick Dalmas
Robby Gordon
Tom Kristensen
J.J. Lehto
Jeremy McWilliams
Emmanuele Piro
Katja Poensgen
Kari Tanen
Harri Toivonen
Ralf Waldman
Ruben Xaus

Class B Drivers (Skilled rally drivers):
Andrea Aghini
Flavio Alonso
Neal Bates
Dario Cerrato
Marc Duez
Francois Duval
Per Eklund
Yoshio Fujimoto
Rui Maderia
Rhys Millen
Rob Millen
Luis Monzon
Gabriel Pozzo
Jesus Puras
Kenjiro Shinozuka
Bruno Thiry

Class A Drivers (World's best rally drivers):
Didier Auriol
Miki Biason
Stig Blomqvist
Marcus Gronholm
Hannu Mikkola
Michele Mouton
Gilles Panizzi
Walter Rohrl
Harri Rovanpera
Timo Salonen
Bjorn Waldegard

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RACING TIPS: BRAKING
The first step in driving fast is knowing when, where, and
how much to slow down (braking). The braking zone will
differ somewhat for each car depending upon its strengths and
weaknesses. It certainly helps for the player to try a
Practice run to truly learn the circuits - including the
braking zones - before engaging in the actual events.

When looking for braking zones, try to find a particular
stationary object near the entry of each corner; it helps
tremendously if this object is far enough away from the
circuit that it will not be knocked over during a race. To
begin, try using the brakes when the front of the car is
parallel with the chosen stationary object. If this does not
slow the car enough before corner entry or if the car slows
too much before reaching the corner, pick another stationary
object on the following lap and try again.

Cars with a higher horsepower output will inherently attain
faster speeds, and will therefore require a longer braking
zone than cars with a lower horsepower output.

A final note on braking: To the extent possible, ALWAYS brake
in a straight line. If braking only occurs when cornering,
the car will likely be carrying too much speed for the
corner, resulting in the car sliding and/or spinning (a slide
or spin can mean the difference between winning and ending up
in last position at the end of a race.)

If nothing else, players should strive to become one of the
best 'breakers' they possibly can. This will essentially
force a player to become a better racer/driver in general
once the player has overcome the urge to constantly run at
top speed at all times with no regard for damages to self or
others. Also, slowing the car appropriately will make other
aspects of racing/driving easier, especially in J-turns,
hairpin corners, and chicanes.

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RACING TIPS: CORNERING
Ideally, the best way to approach a corner is from the
outside of the turn, braking well before entering the corner.
At the apex (the midpoint of the corner), the car should be
right up against the edge of the pavement. On corner exit,
the car drifts back to the outside of the pavement and speeds
off down the straightaway. So, for a right-hand turn of
about ninety degrees, enter the corner from the left, come to
the right to hit the apex, and drift back to the left on
corner exit. See the Diagrams section at the end of this
guide for a sample standard corner.

For corners that are less than ninety degrees, it may be
possible to just barely tap the brakes - if at all - and be
able to clear such corners successfully. However, the same
principles of cornering apply: approach from the outside of
the turn, hit the apex, and drift back outside on corner
exit.

For corners more than ninety degrees but well less than 180
degrees, braking will certainly be required. However, for
these 'J-turns,' the apex of the corner is not the midpoint,
but a point approximately two-thirds of the way around the
corner. J-turns require great familiarity to know when to
begin diving toward the inside of the corner and when to
power to the outside on corner exit. See the Diagrams
section at the end of this guide for a sample J-turn.

Hairpin corners are turns of approximately 180 degrees.
Braking is certainly required before corner entry, and the
cornering process is the same as for standard corners:
Approach from the outside, drift inside to hit the apex
(located at halfway around the corner, or after turning
ninety degrees), and drifting back to the outside on corner
exit. See the Diagrams section at the end of this guide for
a sample hairpin corner.

If there are two corners of approximately ninety degrees each
AND both corners turn in the same direction AND there is only
a VERY brief straightaway between the two corners, they may
be able to be treated like an extended hairpin corner.
Sometimes, however, these 'U-turns' have a straightaway
between the corners that is long enough to prohibit a
hairpin-like treatment; in this case, drifting to the outside
on exiting the first of the two corners will automatically
set up the approach to the next turn. See the Diagrams
section at the end of this guide for a sample U-turn.

FIA (the governing body of F1 racing, World Rally
Championship, and other forms of international motorsport)
seems to love chicanes. One common type of chicane is
essentially a 'quick-flick,' where the circuit quickly edges
off in one direction then realigns itself in a path parallel
to the original stretch of pavement, as in the examples in
the Diagrams section at the end of this guide. Here, the
object is to approach the first corner from the outside, hit
BOTH apexes, and drift to the outside of the second turn.

FIA also seems to like the 'Bus Stop' chicane, which is
essentially just a pair of quick-flicks, with the second
forming the mirror image of the first, as shown in the
Diagrams section at the end of this guide. Perhaps the most
famous Bus Stop chicane is the chicane (which is actually
called the 'Bus Stop Chicane') at Pit Entry at Spa-
Francorchamps, the home of the annual Grand Prix of Belgium
(F1 racing) and the host of The 24 Hours of Spa (for
endurance racing).

Virtually every other type of corner or corner combination
encountered in racing (primarily in road racing) combines
elements of the corners presented above. These complex
corners and chicanes can be challenging, such as the Ascari
chicane at Monza. See the Diagrams section for an idea of
the formation of Ascari.

However, in illegal street/highway racing, the positioning of
traffic can 'create' the various corners and corner
combinations mentioned here. For example, weaving in and out
of traffic creates a virtual bus stop chicane (see the
Diagrams section at the end of this guide). Slowing may be
necessary - it often is - depending on the distance between
the vehicles. See the Sample Circuit Using Some of the Above
Corner Types Combines in the Diagrams section at the end of
this guide; note that this is a diagram for a very technical
circuit.

At some race venues, 'artificial chicanes' may be created by
placing cones and/or (concrete) barriers in the middle of a
straightaway. This situation exists at numerous circuits in
Tokyo.

One thing which can change the approach to cornering is the
available vision. Blind and semi-blind corners require
ABSOLUTE knowledge of such corners. Here is where gamers
have an advantage over real-world drivers: Gamers can
(usually) change their viewpoint (camera position), which can
sometimes provide a wider, clearer view of the circuit, which
can be especially important when approaching semi-blind
corners; real-world drivers are obviously inhibited by the
design of their cars and racing helmets.

Also important to cornering - especially with long, extended
corners - is the corner's radius. Most corners use an
identical radius throughout their length. However, some are
increasing-radius corners or decreasing-radius corners.
These corners may require shifting the apex point of a
corner, and almost always result in a change of speed.
Decreasing-radius corners are perhaps the trickiest, because
the angle of the corner becomes sharper, thus generally
requiring more braking as well as more turning of the
steering wheel. Increasing-radius corners are corners for
which the angle becomes more and more gentle as the corner
progresses; this means that drivers will generally accelerate
more, harder, or faster, but such an extra burst of speed can
backfire and require more braking. See the Diagrams section
at the end of this guide for sample images of a decreasing-
radius corner and an increasing-radius corner.

For traditional road racing circuits, increasing-radius and
decreasing-radius corners may not be too much of a problem;
after several laps around one of these circuits, a driver
will know where the braking and acceleration points are as
well as the shifted apex point (should a shift be required).
However, for stage-based rally racing, where the roads are
virtually unknown and the driver knows what is ahead only
because of the navigator's instructions (which - based upon
notes - may or may not be absolutely correct), the unknown
can cause drivers to brake more often and/or more heavily.
This need for 'extra' braking is also tempered by the fact
that in much of rally racing, corners are either blind or
semi-blind, due to trees, buildings, and other obstacles to
clear vision all the way around a corner.

One particularly interesting aspect of cornering is one which
I honestly do not know if it works in reality (I am not a
real-world racer, although I would certainly LOVE the chance
to attend a racing school!!!), but which works in numerous
racing/driving games I have played over the years. This
aspect is to use the accelerator to help with quickly and
safely navigating sharp corners. This works by first BRAKING
AS USUAL IN ADVANCE OF THE CORNER, then - once in the corner
itself - rapidly pumping the brakes for the duration of the
corner (or at least until well past the apex of the corner).
The action of rapidly pumping the accelerator appears to
cause the drive wheels to catch the pavement just enough to
help stop or slow a sliding car, causing the non-drive wheels
to continue slipping and the entire car to turn just a little
faster. Using this rapid-pumping technique with the
accelerator does take a little practice initially, and seems
to work best with FR cars; however, once perfected, this
technique can pay dividends, especially with REALLY sharp
hairpin corners, such as several in London.

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

RACING TIPS: WET-WEATHER RACING/DRIVING
Almost everything written to this point in the guide focuses
solely upon dry-weather racing/driving conditions. In fact,
most racing/driving games deal ONLY with dry-weather
conditions.

Metropolis Street Racer simply will not allow a player to
drive a circuit the same way in wet-weather conditions as in
dry-weather conditions. The braking zone for all but the
gentlest of corners will need to be extended, or else the car
risks to hydroplane itself off the pavement.

Throttle management is also key in wet-conditions racing.
Due to the water on the circuit, there is inherently less
tire grip, so strong acceleration is more likely to cause
undue wheelspin - which could in turn spin the car and create
a collision. If a car has gone off the pavement, then the
sand and/or grass which collect on the tires provide
absolutely NO traction at all, so just the act of getting
back to the pavement will likely result in numerous spins.

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

DIAGRAMS
This section contains the diagrams referred to earlier in the
guide.

Ascari Chicane (at Monza):
*
*
*
*
*
***
*
*****************

Bus Stop Chicane (Variant I - Wide Chicane):
******************* *******************
* *
*********

Bus Stop Chicane (Variant II - Narrow Chicane):
******************* *******************
***********

Decreasing-radius Corner:
->*******************
*
*
*
*
*
*
<-*************************

Hairpin Corner:
->*****************
*
<-*****************

Increasing-radius Corner:
->**********************
*
*
*
*
*
<-*******************

J-turn
*******************
*
*
*
*

Quick-flicks (Variant I - Wide Chicane):
*************
*
*************

Quick-flicks (Variant II - Narrow Chicane):
*************
**************

Sample Circuit Using Some of the Above Corner Types Combined:
******|****** *****
* |-> * * *
* ** *** *
* * ** *
* * * * *
* * * * * ****
* ** * * *
* * ********
******* *
*******

Standard Corner:
*******************
*
*
*
*
*
*
*
*

U-turn:
->*****************
*
*
*
<-*****************

Virtual Bus Stop Chicane:
+++++++++++++++++++++++++++++++++++++++++++++++++++++
Car #1 ->->->->->-> Car #3
Player Path: ->->->->->->-> Car #2 ->->->->->->->
+++++++++++++++++++++++++++++++++++++++++++++++++++++

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

CONTACT INFORMATION
For questions, rants, raves, comments of appreciation, etc.,
or to be added to my e-mail list for updates to this driving
guide, please contact me at: FEATHER7@IX.NETCOM.COM; also, if
you have enjoyed this guide and feel that it has been helpful
to you, I would certainly appreciate a small donation via
PayPal (http://www.paypal.com/) using the above e-mail
address.

To find the latest version of this and all my other
PSX/PS2/DC/Mac game guides, visit FeatherGuides at
http://feathersites.angelcities.com/

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



=======================================================================
Wolf Feather Jamie Stafford
=======================================================================
Just as there are many parts needed to make a human a human, there's a
remarkable number of things needed to make an individual what they are.
- Major Kusanagi, _Ghost in the Shell_
=======================================================================
What isn't remembered never happened. - _Serial Experiments Lain_
=======================================================================



 
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