___ _ _ _____ ____ __ _______ ____ ____ _ _ ____ ____ ___ / _ | / / / /_ __/ __ \ / \/ / _ \/ __ \/ ___/ / / / /_ _/ __/ _ | / __ |/ /_/ / / / / /_/ / / /\_/ / /_/ / /_/ / __// /__/ /___/ /__\ \/ __ | /_/ |_|\____/ /_/ \____/ /_/ /_/\____/_____/____/____/____/____/___/_/ |_| - M a i l A r c h i v e - ------------------------------------------------------------------------------ --------------------------------------- auto modellista for PlayStation 2 (PS2) developed and published by Capcom Entertainment Inc. auto modellista mail archive by Politik [politik@bellsouth.net] currently version final - 43,626 characters w/spaces 2 players memory card (for PS2) - 240kb analog control vibration function online: ethernet broadband required network adaptor (PS2) - 8 players rated EVERYONE by the ESRB game experience may change during online play ------------------------------------------------------------------------------ --------------------------------------- table of contents: --------------------------------------- 00.00 - version history - 01.00 - warning - 02.00 - legal and contact information - 03.00 - introduction - 04.00 - auto modellista mail archive - 04.10 - tuning - 04.20 - driving skills - 04.30 - course hint - 04.40 - others - 05.00 - credits - [note:] use the ctrl + f feature to find a specific section of the guide. ------------------------------------------------------------------------------ --------------------------------------- 00.00 - version history - --------------------------------------- version 0.25 - 04.23.2003 Today was my first day on the FAQ. I started and completed the tuning part of the archive, which amounts to about 25% of the guide total. Warning and legal/contact information were completed as well, simply the ones from my GTA: VC guide with slight modifications and updates. TOC and game/guide information section completed as well. Also did a first version of the ASCII title, which I may change later if I see the need to do so. I have also submitted the guide for the first time in hopes that it will be accepted and therefore provide me with some further incentive to continue. That's it for today. More possibly this weekend if I find the time. Ciao. version 0.50 - 04.26.2003 Worked on the guide part of yesterday and completed the driving skills section today. This brings the guide to roughly 50% completion, lacking only the course hint and others mail sections, which is the smallest of the mail sections. In all likelihood, I will have completed this guide by early next week, provided my teachers don't load me down with extra assignments in an attempt to finish everything on their itineraries by the end of the year. Anyways, once I have completed this guide, I'll allow about a week for people to email me with anything I missed before I change it to the final version (although I'm fairly sure I'll get everything). Once I've completed this project, I'll work on my next guide for the game, a vehicle database (which will hopefully answer many of the questions on the message board). All right, that's it for today. Ciao. version 0.75 - 08.06.2003 Sorry that took so long. SOCOM 2 was announced and then I went on a hella long vacation so I really kinda forgot about this thing. Today I worked on and finished the course hint section of the guide. Now my little FAQ is about 75% complete. I will try and finish this guide tomorrow (provided nothing crazy happens to stop me from doing so). In light of SOCOM 2 coming out soon, I won't have time to write the vehicle database I promised in the last update. Sorry to disappoint you few people who care. SOCOM 2 simply is far more important than AM. Ciao. version final - 04.09.2004 That took me long enough didn't it? ;) ------------------------------------------------------------------------------ --------------------------------------- 01.00 - warning - --------------------------------------- This walkthrough contains minor spoilers of the game, as some of the mails must be unlocked through gameplay. If you wish to play through the game entirely unspoiled, I suggest you do not use this guide. If you don't mind a few extremely minor spoilers, then by all means, make use of this guide. If you read the guide and it's contents somehow spoil the game for you, I am not to be held responsible. If the game is ruined for you through spoilers, it is your problem, not mine. Any problems you have with the game or it's content are not my problem and should be taken up with the developer or publisher of the game, I am not accountable for these problems. Furthermore, I am not responsible for any glitches, defects, etc. in the game. Well, that's all the warning I have for now. ------------------------------------------------------------------------------ --------------------------------------- 02.00 - legal and contact information - --------------------------------------- This walkthrough is the property of the author and the author alone. It is for private use only. If you wish to post a copy of this guide on your site or other publication, internet based or otherwise, you must gain the permission of the author via email. This guide may not be distributed without explicit permission from the author of the guide. You can, of course, print out this document without the author's permission so long as it is not distributed for profit (or non-profit purposes). If you want to use this guide on your website, email the author and include a link to the site. This guide is currently only allowed to be posted on the approved, non-profit sites listed here: http://www.gamefaqs.com http://www.goldfiles.com http://www.neoseeker.com If you find it anywhere besides the sites listed above, please contact the author of the guide at politik@bellsouth.net and include a link to the unauthorized site posting the guide. I will deal with any sites posting illegal copies of the guide as quickly as possible. Contact me if: You want to inform me of a mistake (spelling, grammar, info, etc). You want to inform me about something I missed. You want to inform me about a legal violation. You want to give suggestions about the guide. You want to contribute to the guide. Don't contact me if: You have a question about something that may be in the guide. You want to send hate mail. You like to send viruses, porn, spam, and things like that. Long story short, read the guide before sending anything and send only things related to the game. Also, if you want me to open the email you send, include 'Auto Modellista Mail Archive' in the subject header. If you don't include that, I won't even look at the email twice before deleting it. Email - politik@bellsouth.net MSN Messenger - If you really want to use this, contact me on email first. AIM Messenger - Same protocol as with MSN Messenger ------------------------------------------------------------------------------ --------------------------------------- 03.00 - introduction - --------------------------------------- Auto Modellista is an online arcade/sim racer for the PlayStation 2 console. It is Capcom's first attempt at a racing game and features cel-shaded graphics, piss poor physics, and online play. In the main mode of the game, Garage Life, there is a section called mail. In this section is a collection of files that contain many bits of very useful information for those who are novices in the racing world and for those who just need a little help. A lot of the mail is unlocked by completing various races in the game. Others come when you get a new type of car and some even are there from the beginning. Now, since this mail feature of the game is inaccessible when racing or tuning cars in the game, I thought it might be a good idea to make a version of it that could be printed out and used while you worked with the various aspects of the game. This archive is simply an online version of the in-game mail with the purpose of making your life that much easier. For the more serious players, it could even provide them with a sort of study guide so that they can more easily master the game. Whatever the purpose, I have written it and its here. Hope you find some use for it. Enjoy. ------------------------------------------------------------------------------ --------------------------------------- 04.00 - auto modellista mail archive - --------------------------------------- Ok this is the big main section of the guide. It is divided in to 4 sections, 1 for each category of mail in the game. The first section, tuning, generally gives information about car types, how to tune them, and how different types of tuning affect the car. The second section, driving skills, gives useful tips on good techniques to use on the various courses of the game. The third section, course hint, gives yet more tips on how to specifically navigate through the courses and tells you about any particular trouble areas of the tracks. The fourth and final section, others, has good bits of miscellaneous information about the game and its workings. Make note that all mail is taken from the mail section of the Garage Life mode of the game. I do not take any credit for the information in the mail. A dividing line separates the mails in each section so you can easily tell where one mail ends and the next begins. Each mail has a three-item header consisting of a mail group, a subject, and a mail number. The group heading allows you to easily associate that mail with other mails that deal with the same general topic. The subject heading allows you too see what exactly the mail deals with topic-wise. The number heading (abbreviated no.) does just what it says; it gives the mail a number. For a visual, all mail in the guide will be archived in the following format: ------------------------------------------------------------ group - mail group subject - mail subject no. - mail number - mail body - ------------------------------------------------------------ So now that you know how it will all work, I'll shut up and get to the archive, which I'm guessing you came here to read. :P ---------------------------------------- 04.01 - tuning - ---------------------------------------- ------------------------------------------------------------ group - FF Cars subject - What is FF? no. - 001 FF stands for Front Engine, Front Drive. Their design allows for plenty of cabin space, and is often used in 4-door sedans. FF cars are front heavy, since their engines and other main transmission parts are loaded under their hoods. However, they display excellent driving stability, since their front tires pull their bodies. ------------------------------------------------------------ group - FR Cars subject - What is FR? no. - 002 FR stands for Front Engine, Rear Drive. As the name suggests, the front engine's power is transmitted to the rear tires through a long propeller shaft. This allows for relatively good weight distribution throughout the car. Recently many high performance cars have begun to employ this system, including sports/sporty cars and luxury sedans. ------------------------------------------------------------ group - MR Cars subject - What is MR? no. - 003 MR stands for Midship Engine, Rear Drive. The engine is located just behind the seats, in front of the rear tires. No space is wasted due to the engine's close proximity to the drive wheels, making MR cars lighter in weight. The weighty parts these cars do possess are centered around the engine, providing MR cars with superior balance. Many sports cars employ this layout. ------------------------------------------------------------ group - 4WD Cars subject - What is 4WD? no. - 004 4WD stands for 4 (four) Wheel Drive. Just as the name says, the engine's power is directed to all four wheels. Used in military vehicles, this system exceeds all others in traction. 4WD cars excel in adverse weather and on rugged terrain. ------------------------------------------------------------ group - FF Cars subject - Characteristics of FF Cars no. - 005 Offering easy control and high stability, FF cars are perfect for beginners. However, since the drive wheels are located in the front, there is a shortage of traction when the car accelerates due to the shifting of weight towards the rear. The front tires and brakes also sustain a lot of wear due to the burden of the engine. ------------------------------------------------------------ group - FR Cars subject - Characteristics of FR Cars no. - 006 FR cars are relatively easy to handle and corner well. They are also good at drifting, making them ideal for intermediate drivers. When cornering, drivers can control the direction of these cars through proper acceleration. These cars offer a comfortable feel when driving. ------------------------------------------------------------ group - MR Cars subject - Characteristics of MR Cars no. - 007 MR cars excel at both traction and cornering. They can turn sharply, and drift easily. Since their cornering limit values are set high, they have a tendency to suddenly veer into the inner track when exceeding that value. MR cars are unstable and difficult to handle, making them fit for advanced drivers. ------------------------------------------------------------ group - 4WD Cars subject - Characteristics of 4WD Cars no. - 008 4WD cars are not only stable, but difficult to drift making them apt for beginners. However, it takes a high degree of skill to fully use all their abilities. Since their engine power is directed to all four wheels without any waste, these cars excel at climbing hills and are not easily hampered by changing surface conditions. 4WD cars can offer stability in any situation. ------------------------------------------------------------ group - FF Cars subject - How do I drive fast with FF? no. - 009 Drifting is all but unnecessary. To improve your speed, grip is key. When rounding corners, acceleration tends to push the car to the outer side of the track. If you decelerate, the car's weight will shift forward and the car will quickly veer to the inner side. This is called "tuck in", and is a common technique used with FF cars. FF cars are good at navigating corners, but in general can't handle inclines well. ------------------------------------------------------------ group - FR Cars subject - How do I drive fast with FR? no. - 010 You can control how far your tail slides on corners by pressing and releasing the accelerator. Of course the route you take through corners is also important, but it is necessary to control your car with the accelerator. The faster you accelerate while going straight, the more weight will be transferred to the rear, allowing stable acceleration. ------------------------------------------------------------ group - MR Cars subject - How do I drive fast with MR? no. - 011 MR cars offer excellent handling and quick response. However, since they have a lot of weight in the rear, their tires are prone to lose their grip, which can make cars difficult to control. It is essential to always use the accelerator with caution. ------------------------------------------------------------ group - 4WD Cars subject - How do I drive fast with 4WD? no. - 012 4WD cars offer efficient acceleration and recover superbly from corners. When rounding corners, accelerating gradually pushes the car to the outside, while decelerating causes the car to turn toward the inside. However, the effect is very mild so you should control you position with the steering wheel, reduce you speed when approaching corners, turn the steering wheel, and then accelerate at full throttle. ------------------------------------------------------------ group - Basic Knowledge subject - What is NA? no. - 013 NA stands for Natural Aspiration, and refers to cars that use only their engine's power without the help of turbo or other such turbines. They can be considered non-turbo cars. ------------------------------------------------------------ group - Basic Knowledge subject - What is Turbo? no. - 014 Turbo is a device that raises the efficiency of an engine. It turns a turbine using exhaust pressure, while the compressor on the same axle raises the pressure of the air - fuel mixture and forces it into the engine. Since engines need to be built larger to increase in power, this device is used to attain high output from small engines. ------------------------------------------------------------ group - Basic Knowledge subject - Turbo Performance no. - 015 By sending even more air - fuel mixture into a normal engine's cylinders, turbo devices cause engines to produce 120 - 150% their normal power. Turbo engines obtain higher power than NA engines with the same amounts of exhaust. ------------------------------------------------------------ group - Basic Knowledge subject - Clutch and RPMs no. - 016 The engine's RPM level is closely related to gear changes. In order to maintain high RPMs, it is mandatory to change gears when rounding corners as well. Since engine power is lost when RPMs are low, it is important to change gears accurately when driving cars with manual transmissions. ------------------------------------------------------------ group - Changing Parts subject - Changing Tires no. - 017 A car's gripping ability and controllability largely depends on the type of tires it uses. Each tire has it's own special features, providing different levels of performance on various surfaces and in various weather. Radial tires are appropriate for public roads, whereas slick tires are ideal for circuits. < Course and Tire Suitability > Rokko Hill: Street Tires Akagi Hill: Sports Radial West Tokyo: Street Tires East Tokyo (fine): Street Tires East Tokyo (rain): Sports Radial Osaka Highway: Street Tires Suzuka: Slick US Speedway: Slick US Dirk Track: Sports Radial ------------------------------------------------------------ group - Changing Parts subject - Changing Suspension no. - 018 Be aware of the following when changing your car's suspension. Suspension systems with high spring rates cause cars to shift less and to grip the road better. Low spring rates allow weight to shift more easily, causing major changes in handling and allowing cars to drift more freely. ------------------------------------------------------------ group - Changing Parts subject - Changing Mufflers no. - 019 Exhaust efficiency and engine performance can be increased by changing a car's muffler. Street mufflers respond well, and can produce high torque at low RPMs, leading to fast acceleration. Racing mufflers produce peak power at high RPMs, making them apt for high speeds. ------------------------------------------------------------ group - Tuning subject - Computer Tuning Lv. 1 no. - 020 Tuning a car's computer allows you to utilize a car's dormant engine power. You can now slightly increase engine power through light tuning! (Computer tuning should accompany engine tuning, and does not have much effect when performed alone.) ------------------------------------------------------------ group - Tuning subject - Computer Tuning Lv. 2 no. - 021 Tuning a car's computer allows you to utilize a car's dormant engine power. You can now significantly increase engine power through moderate tuning! (Computer tuning should accompany engine tuning, and does not have much effect when performed alone.) ------------------------------------------------------------ group - Tuning subject - Computer Tuning Lv. 3 no. - 022 Tuning a car's computer allows you to utilize a car's dormant engine power. You can now maximize engine power through full tuning! (Computer tuning should accompany engine tuning, and does not have much effect when performed alone.) ------------------------------------------------------------ group - Changing Parts subject - Changing Brakes no. - 023 Changing brakes affects the ease of control when braking, and the braking distance. Street tuning is suitable for public roads that have ridges and such where control is needed. Race tuning is appropriate for circuits where braking distance is important. ------------------------------------------------------------ group - Changing Parts subject - Changing Turbines no. - 024 Tuning turbines raises the capacity of air - fuel mixture, increasing output and raising performance. Bolt-on turbos have good responses, produce high torque at low RPMs, and are fit for acceleration. Full turbines produce peak power at high RPMs, and are fit for achieving maximum speeds. ------------------------------------------------------------ group - Changing Parts subject - Changing Final Gears no. - 025 Changing gears completes the process that determines whether a car is acceleration oriented or high-speed oriented. Low-geared types improve acceleration, while high-geared types increase maximum speeds. ------------------------------------------------------------ group - Weight Reduction subject - Weight Reduction Advice Lv. 1 no. - 026 By reducing a car's weight, you can increase its performance. You can now make light reduction of your car's interior design and equipment. Now you are able to carry out minor weight reductions! ------------------------------------------------------------ group - Weight Reduction subject - Weight Reduction Advice Lv. 2 no. - 027 By reducing a car's weight, you can increase its performance. You can now perform stripping and improve various section of your car in order to reduce large amounts of weight! ------------------------------------------------------------ group - Weight Reduction subject - Weight Reduction Advice Lv. 3 no. - 028 By reducing a car's weight, you can increase its performance. You can now change your car's glass to acrylic glass and your doors to FRP or Carbon-made lightweight doors. Now you can carry out maximum weight reductions! ------------------------------------------------------------ group - Settings subject - Suspension Settings no. - 029 You can adjust your car even further by changing its suspension settings. The farther to the left the status is, the easier the car handles curves and accelerations. The farther to the right it is, the more stable it is at high speeds, which is advantageous for long straight stretches. ------------------------------------------------------------ group - Settings subject - Brake Settings no. - 030 You can adjust you car even farther by changing its brake settings. The lower the value, the harder it is to stop, but the more control you will have. The higher the value, the easier it is to stop, but the more difficult it is to control. Choose which setting is best for you, your car, and the course. ------------------------------------------------------------ group - Settings subject - Final Gear Settings no. - 031 You can adjust your car even further by setting its final gear ration. High gear ratios increase acceleration, while low ratios increase maximum speeds. ------------------------------------------------------------ group - Tuning subject - Engine Tune-Up Advice Lv. 1 no. - 032 You can increase your car's power by performing an engine tune-up. You can now perform an N1-specification overhaul tune-up! ------------------------------------------------------------ group - Tuning subject - Engine Tune-Up Advice Lv. 2 no. - 033 You can increase your car's power by performing an engine tune-up. You can now perform a head tune-up! ------------------------------------------------------------ group - Tuning subject - Engine Tune-Up Advice Lv. 3 no. - 034 You can increase your car's power by performing an engine tune-up. You can now perform a full tune-up! ------------------------------------------------------------ group - Tuning subject - Engine Tune-Up Advice Lv. 4 no. - 035 You can increase your car's power by performing an engine tune-up. You can now perform an exhaust increase or tune-up your triple rotor! ------------------------------------------------------------ group - Tuning subject - Engine Tune-Up Advice Lv. 5 no. - 036 You can increase your car's power by performing an engine tune-up. You can now perform a tune-up on a competition-use engine! ------------------------------------------------------------ group - Tuning subject - Using Easy Tune-Up no. - 37 With easy tune-up, all you have to do is choose your course, your engine power (acceleration or max speed), and grip or drift, and the computer will complete the tune-up. ------------------------------------------------------------ --------------------------------------- 04.20 - driving skills - --------------------------------------- ------------------------------------------------------------ group - Cornering Knowledge subject - Clipping Point no. - 001 This refers to the "in" part of "out-in-out". In other words, the point where the car is closest to the inner edge of a corner (not necessarily the center of a corner). ------------------------------------------------------------ group - Cornering Knowledge subject - Out-In-Out Description no. - 002 This is the basic approach to corners. In order to perform the most gentle turn nearest to a straight line, enter a corner from the outer side, pass the clipping point, and exit on the outer side. Instead of completely decelerating, brake only at the beginning. This will give you the power to turn (cornering force). ------------------------------------------------------------ group - Cornering Knowledge subject - Out-In-Out Principle no. - 003 The more a car's steering wheel is turned, the more speed it loses. That means that one should have the straightest route possible when rounding a corner in order to keep speed loss to a minimum. This route is called "out-in-out", and is known for it's gentle turn and allowance for easy acceleration after being executed. ------------------------------------------------------------ group - Cornering Knowledge subject - Slow In Fast Out no. - 004 By braking drastically before entering a corner, you will be able to accelerate while rounding the corner and recover quickly. This process is referred to as "slow in fast out". ------------------------------------------------------------ group - Cornering Knowledge subject - Corner Routes no. - 005 The basic route through corners is "out-in-out". However, this approach does not work for all corners. If two corners are lined up one after the other, it would be meaningless to navigate through the first one safely only to get hung up on the second. Rather than sticking to corners, concern yourself with how fast you should drive through the course. ------------------------------------------------------------ group - Cornering Knowledge subject - Under/Over Steering no. - 006 Under steering refers to the situation when the front of a car slides more than it's rear when cornering, pointing the car toward the outer side of the exit. This is also called "under comes out". Over steering is the opposite of under steering, and refers to the situation when the rear of a car slides more than it's front, pointing the car toward the inner side of the exit. Drifting forcefully causes this to occur, so counter-steering and adequate slide control is required. ------------------------------------------------------------ group - Cornering Knowledge subject - Grip Driving no. - 007 Unlike drifting, in which you allow your tires to slide, this method involves turning within the tires' grip limits, and is most widely employed by FF and 4WD cars, which are not good at drifting. It is important to drastically decelerate before entering corners. ------------------------------------------------------------ group - Cornering Knowledge subject - Minimum Turn Cornering no. - 008 A car's velocity decreases the more one turns the steering wheel. Slowly turn the steering wheel as you enter a corner, and hold that angle as you round the corner. Once you exit the corner, slowly return the steering wheel to normal. ------------------------------------------------------------ group - Cornering Knowledge subject - Why Under Steering Occurs no. - 009 When under steering occurs on a corner, you must turn the steering wheel sharply which loses speed. The following are some main causes of under steering: - Too much speed - Brake too hard - Turn too sharply - Cornering route is bad The way you prevent these is to slow down significantly before corners. Are you entering corners too fast? ------------------------------------------------------------ group - Drift Techniques subject - Drift Driving no. - 010 This technique involves braking on corners in order to slide the rear of the car. It is useful for directional driving on the sharp corners of ridges and the like. Drifting can be easily performed with FR and MR cars by turning the steering wheel and stepping on the brake (braking drift). It can also be performed by flooring the accelerator (power drift), which requires excellent acceleration and steering control. ------------------------------------------------------------ group - Drift Techniques subject - Emergency Brake Turning no. - 011 This technique is only suggested for rounding extremely sharp corners, and involves swinging the rear of the car around by pulling the emergency brake, and locking the rear wheels. This method is very effective for FF cars, since the rear tires can be made to slide while applying power to the front tires. ------------------------------------------------------------ group - Drift Techniques subject - Drift Precaution no. - 012 Drifting at wide angles and for extended periods of time may be good for showing off, but not for races where time is of the essence. Use drifting only as much as necessary when rounding corners. ------------------------------------------------------------ group - Drift Techniques subject - Braking Drift no. - 013 This technique uses a car's weight transference and centrifugal force to exceed the grip levels of it's rear tires, causing a tail slide that changes the direction of the car. It is performed by entering a corner with some speed, then sharply turning the steering wheel while slamming on the brakes, and is most apt for FR and MR cars. However, it takes practice to control the car's acceleration during the drift and to stabilize the steering wheel afterwards. ------------------------------------------------------------ group - Drift Techniques subject - Power Drift no. - 014 This technique allows you to break the grip of the rear tires and change your car's direction. It is performed by turning the steering wheel to the inside of a corner while slamming your foot down on the accelerator. Only rear drive cars can perform this. It takes practice to control the steering wheel afterwards. ------------------------------------------------------------ group - Drift Techniques subject - Inertia Drift no. - 015 This technique involves entering a corner with a lot of speed, turning the steering wheel the direction you wish to turn and letting go of the accelerator. Once the tail slides and the front turns inward, step on the accelerator again and use the steering wheel to keep the car under control as you speed up while sliding sideways. ------------------------------------------------------------ group - Drift Techniques subject - Zero Counter Drift no. - 016 This technique involves drifting on a corner without any countering. It is the first technique that allows one to maintain an angle by working only the accelerator with no need to counter. It is performed by accelerating into a corner and simply drifting. ------------------------------------------------------------ group - Drift Techniques subject - Straight Drift no. - 017 This technique involves making a car drift sideways prior to entering a sharp corner in order to round it. Perform a high-speed drift, and once the counter is full the car will travel straight while facing sideways. If you can master this skill, you are sure to be the highlight of any car performance. ------------------------------------------------------------ --------------------------------------- 04.30 - course hint - --------------------------------------- ------------------------------------------------------------ group - Ridge Types subject - Rokko Hill (U) Strategy no. - 001 In this course competitors race up the winding Ura Rokko Driveway. Pay attention to what routes you should take through corners so you don't run into any walls. Be prepared for the blind sharp-right corner just before the goal. Use your braking skills to carefully navigate your way through it. ------------------------------------------------------------ group - Ridge Types subject - Rokko Hill (D) Strategy no. - 002 This is a downhill course in which competitors race their way down the narrow Ura Rokko Driveway. Be sure no to go too fast, and navigate your way through the series of sharp corners using rhythmical braking. As you speed toward the end of the course, you will need to decelerate in order to safely steer your way through the zigzagging corners. ------------------------------------------------------------ group - Ridge Types subject - Akagi Hill (U) Strategy no. - 003 Competitors race their way up the winding Maebashi Akagi Road amidst the autumn leaves in this uphill course. Concentration is required in this long course filled with a variety of short straight-aways and corners. Use grip and drift techniques well to climb your way through the difficult zigzagged end. ------------------------------------------------------------ group - Ridge Types subject - Akagi Hill (D) Strategy no. - 004 This downhill course involves a high-speed race down the Maebashi Akagi Road. Fly down the numerous straight-aways, then be careful not to go out of the course while weaving your way through each of the five corners just before the goal. The one who masters the five corners, masters the race! ------------------------------------------------------------ group - Circuit Types subject - Suzuka Circuit Strategy no. - 005 This technical and high-speed course contains the world's first overhead crossing, an S-corner, a degner and more. Be careful not to fly into the tricky section just before the goal, but carefully navigate your way through it, then floor out of it to the goal! ------------------------------------------------------------ group - Circuit Types subject - U.S. Speedway Strategy no. - 006 This high-speed rink has a perimeter of 1.5 miles. Try not to lose much speed on the steeply banked curves. This course allows you to take advantage of slipstreaming, so use it wisely! ------------------------------------------------------------ group - Circuit Types subject - U.S. Dirt Track Strategy no. - 007 This sandy dirt course is constructed on an oval course. Since the surface offers very little traction, keeping an un-cooperative car under control at the corners is essential to clock a good time. Be extra cautious when approaching corners after coming off a straightaway. ------------------------------------------------------------ group - Metropolitan Types subject - West Tokyo Strategy no. - 008 This downtown course runs from Shinjuku Station to the Tokyo Government Office. It is mixed with stretches and corners fit for mid to low speeds, and the surface grip is low. When you reach the S-corner before the goal, prevent speed loss by driving in a relatively straight line through it. ------------------------------------------------------------ group - Metropolitan Types subject - West Tokyo (R) Strategy no. - 009 This is the W. Tokyo course in reverse. This course contains a combination of straight-aways and corners, and the surface resistance is low. Brake early for the sharp corner in the middle of the course. Enter it slowly, then accelerate as you round the next left corner and enter the straightaway. ------------------------------------------------------------ group - Metropolitan Types subject - East Tokyo (fine) Strategy no. - 010 This short course packed with sharp blind corners and straight-aways is located near the beautiful Shinjuku Gyoen National Garden. Victory will be largely determined by how well you recover from the third corner, followed by a long straight stretch, and the final corner. ------------------------------------------------------------ group - Metropolitan Types subject - East Tokyo (fine) (R) Strategy no. - 011 This is the reverse course of E. Tokyo under clear weather conditions. If you're not careful, you'll barrel down the straight-aways right into sharp corners, so be ready to brake! Caution should also be taken at the first corner and when going through the tunnel, as a corner awaits you at the exit. ------------------------------------------------------------ group - Metropolitan Types subject - East Tokyo (rain) Strategy no. - 012 This course stretches from Rt. 20 to Oune Way. It contains many blind right- angle corners, which, combined with the rainy weather, require special settings. The third corner is narrow and comes up quickly, requiring precise maneuvering and braking skills when being entered. ------------------------------------------------------------ group - Metropolitan Types subject - East Tokyo (rain) (R) Strategy no. - 013 This is the E. Tokyo (rain) course in reverse. It contains many blind right- angle corners, which, combined with the rainy weather, require special settings. Work your way through the third and fourth corners in the beginning in an out-in-out line, then blast into the high-speed stretch. ------------------------------------------------------------ group - Metropolitan Types subject - Osaka Highway Strategy no. - 014 In this high-speed course, competitors race along the Hanshin Rt. 1 Loop. The second corner is not only narrow, but is a blind corner requiring good braking skills. Pierce your way through the following S-corner in a relatively straight line. ------------------------------------------------------------ group - Metropolitan Types subject - Osaka Highway (R) Strategy no. - 015 This is the Hanshin Rt. 1 Loop course in reverse. Slipstream is essential in this course's long, wide straightaway. Keep control of your car while rounding the middle high-speed corner, and try not to lose too much speed! ------------------------------------------------------------ --------------------------------------- 04.40 - others - --------------------------------------- ------------------------------------------------------------ group - Garage Guidance subject - Using Mail no. - 001 Welcome to auto modellista! This is where you can read helpful information via e-mail. In this garage, you can gather items, change parts, perform tune-ups, create your own customized cars and try them out in races. Messages you receive in this mailbox will help you make the most of your garage life. Topics cover tune-up hints, course strategies, technique instructions and more! Enjoy! NOTE: Although the names of tuning, custom and aero parts that appear in this game actually exist and are used with permission from their manufacturers, some of the shapes and features of these parts have been altered for use in this game. Some parts may also be no longer sold, while others may not actually be compatible for the car models used in the game. Please refrain from asking the makers of these parts about their usages in this game. ------------------------------------------------------------ group - Garage Guidance subject - Changing Cars no. - 002 Car changing and sub-garages exist for those who are using a car that can't appear in a certain course, and for those who simply want to increase their number of cars. Up to 30 cars may be stored in a sub-garage. If a sub-garage has 30 cars, you can store additional cars by overwriting it (old data will be lost). ------------------------------------------------------------ group - Garage Guidance subject - Rental Cars no. - 003 You can receive car data from your friends using the Tuned Car List's Copy Car feature. However, these cars will be treated as rental cars, and you will be unable to tune or copy them. ------------------------------------------------------------ group - Race Guidance subject - Rules for Series no. - 004 All races beyond Level 3 are series. You must race on multiple courses, and the points you ear will be added to determine your ranking. The person with the most cumulative points wins. The results of each race will carry over into the next race. Do your best on each and every course. ------------------------------------------------------------ group - Race Guidance subject - Hint no. - 005 The auto modellista contains several secret cars. In order to get access to them, you must win all the races. Try to be the supreme victor! ------------------------------------------------------------ group - Congratulations! subject - Clear Bonus! no. - 006 A new Modellista Shop has opened! You can perform engine changes in this shop. ------------------------------------------------------------ group - Garage Guidance subject - Decal Edit no. - 007 To easily create decals, try using the sample selection. Simply select a sample and add words or pictures from the top to create a stylish decal. ------------------------------------------------------------ group - Race Guidance subject - VJ Help no. - 008 After you finish racing, try saving the run on the Menu screen, then load the data in the Mix Room. There you can add various visual and sound effects to the replay by using the left and right analog sticks and the buttons on the controller in time with the rhythm. ------------------------------------------------------------ ------------------------------------------------------------------------------ --------------------------------------- 05.00 - credits - --------------------------------------- My thanks go out to: - GameFAQs.com for accepting and posting this guide. - You, the readers, for picking my guide to help you with this great game. - Capcom Entertainment Inc for making this crazy cool game. - Everyone who encouraged me to write this. - Myself, for taking the time to write this. - All my friends who stayed my friends after I got this addicting game. ----------------------------------------------------------------------------- --------------------------------------- "Copyright, Carter Cross, 2003" end of document