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    FAQ by MKim

    Version: A.1 | Updated: 10/31/99 | Search Guide | Bookmark Guide

                        Daytona USA 2: Battle on the Edge
                              Power Edition Manual
                     Compiled by Mark Kim (Vesther Faruansy)
                                  Delta A.1
                Date of Completion: October 31, 1999 (No time given)
              Date of Public Release: October 31, 1999 (No Time Given)
    
    Copyright Information
    ---------------------
    Unpublished work trademarked and copyrighted 1999 by Mark Kim.  All
    Rights Reserved.
    
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      * Cheat Code Central (http://www.cheatcc.com)
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      * Darren Everden's Lair: http://www.everden.com
    
     In addition, THIS FILE IS NOT TO BE USED for any profitable (even
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     permission will ever be granted to any publisher, editor, employee,
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     of either a $500,000 fine, a 10-year jail sentence, or both.
    
     Currently, this document is being maintained and is the sole property
     of Mark Kim, and both this site and the FAQ Text File are protected by
     ALL APPLICABLE copyright and trademark laws, patent laws, and
     international treaties. YOU MUST TREAT THIS DOCUMENT LIKE YOU WOULD
     WITH ANY OTHER COPYRIGHT MATERIAL SUCH AS ADOBE INDESIGN BY ADOBE
     SYSTEMS, INC.  Remember any breach of copyright, trademark, and/or
     patents (which includes but not limited to plagiarism, stealing, laming,
     pirating, or otherwise) and failure to adhere to ALL PARTS of this
     disclaimer may violate all applicable laws resulting in severe civil
     and criminal penalties, which is punishable through prosecution under
     the maximum possible under the law.
    
     Mark Kim acknowledges and respects all copyrights, patents (pending
     or not), and trademarks whether if it's mentioned or not somewhere
     in either the FAQ Text File and/or site as no copyright infringement
     was intended. If for any reason I MUST USE any copyrighted resource,
     then credit will be given at the Acknowledgements Section for the
     common part.
    
     Proper credit is mandatory whether you are attempting to use this file
     as a resource to your own.
    
     If for any reason you do not agree and/or adhere to all of this legal
     disclaimer, then you should not use the Text Document.
    
     Daytona USA is a registered trademark and a copyright of the Daytona
     Speedway Association and is affiliated with the NASCAR Racing League.
     The Daytona Speedway is the sole, intellectual property of the
     International Speedway Corporation.  All Rights Reserved.  Daytona
     USA and Daytona USA 2 were licensed for recreational/amusement
     purposes by Sega, Toshihiro Nagoshi, AM2 under respect to all NASCAR
     and International Speedway Corporation Properties.  This FAQ has been
     created by Mark Kim in respect to all copyrights, as no infringement
     was intended.
    
    I'll make this simple: THIS FILE IS MINE AND THERE IS NO UNAUTHORIZED
    USE OF IT!!!  NO PAID PUBLISHERS (ESPECIALLY EGM AND ANYBODY OF THE
    ZIFF-DAVIS FIRM) SHALL USE THIS FILE IN ORDER TO GENERATE INCOME OUT OF
    THIS WORK!!!!  THIS FAQ HAS TO REMAIN FREE OF CHARGE AT ALL COSTS!!!!
    I didn't create this file so that some hack-writer can just slack-off
    and get paid for it!!!
    
    ========================================================================
    HISTORY OF THIS FAQ
    
    March 30, 1999
    --------------
    Preliminary Reverse Track Strategies given out for the first time, bound
    to be given a lot of bugs due to the fact that I'm taking all of this from
    memory and I wasn't able to master the Expert Reverse Track with the
    Phantom Car yet! =(  Nuts and Bolts on the Cars, and Kudos to Alexandre
    Dutil for the Reverse Track Easter Egg.
    
    March 2, 1999
    -------------
    Hornet tips are now given in full glory.  Fixed all the records and
    touched up some of the tips in regards of the use of the JC Eagle and
    the Scorpio Car.  Challenge Track Transitional Turn Tips have also been
    fixed.  Legalese and Newsflash has been redone to accomodate Mark Kim's
    new trademark interface ratified with the completion of the Metal Gear
    Solid Time Attack Guide for Konami's Metal Gear Solid for PlayStation.
    
    January 17, 1998
    ----------------
    With the Power Edition recently released at the arcades, there is no
    excuse why I shouldn't be creating a manual for the First Revision of
    Sega's adrenaline stock car racer.  Here, I'll try to explain the changes
    made in the game, as well as give you some of the exclusive Power Edition
    Tips on how to overcome each of the track.  Be warned that there are
    many Hornet fans aloft, so if you are playing a multiplayer game, expect
    some Hornet players around.
    
    Note: Most of this material from this document is derived from my original
    Battle on the Edge FAQ.  However, since Power Edition features some changes
    that you won't find on Battle on the Edge, Power Edition deserves a manual.
    
    October 31, 1999
    ----------------
    Much of the stuff have been fixed, purged, or whatever depending on
    legal conditions and other tralala.  I had to give this FAQ some new
    class by deleting some unnecessary rants, and also offering a brand
    new Pocket Guide Supplement of this Guide.
    
    Regarding about the enemy cars, only the trouble cars will be covered.
    Note that in this version of Daytona USA 2, all cars will try their best
    to ruin your lap times from now on.
    
    ========================================================================
    CONTENTS OF THIS FAQ
    
    *  Newsflash
    *  An Introduction to Daytona USA
    *  What is Stock Car Racing?
    *  Maintaing the game well
    *  Model 3 Type 2 Board
    *  The basics of Daytona USA 2
    *  Changes made from the Power Edition
    *  Viewpoints and Easter Eggs
    *  Race Settings
    *  Reason why Sega Racing Games tend to be entertaining
    *  Number 41 Cars
       = JC Eagle (Easy)
       = Scorpio (Normal)
       = Phantom (Hard)
       = Hornet (Special, reserved for Hornet Fans ONLY)
    *  Enemy Cars
    *  Tips for better driving
    *  The Tracks
       = Sega International Speedway=Sega 500 (Beginner)
       = Fantasy Amusement Park (Advanced)
       = Virtua City (Expert)
       = Race around Virtua City (Challenge)
    *  Reverse Versions
       = Sega International Speedway
       = Fantasy Amusement Park
       = Virtua City (Downtown Grand Prix)
    *  Do's and Dont's
    *  How to suggest fixes
    *  Resources (if any)
    *  Acknowledgements
    
    ========================================================================
    NEWSFLASH
    
    As always, newer versions of this FAQ can be found at my primary web
    site, http://www.verasnaship.net.  If you have any suggestions, fixes,
    or any other mumbo-jumbo that you have to share with me, then please
    use this convenient mail form at the following address:
    
    * http://www.verasnaship.net/text/emailme.html
    
    The only rules I'd like to enforce is that you keep your messages clean
    at all times.
    
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    ========================================================================
    AN INTRODUCTION TO DAYTONA USA 2: BATTLE ON THE EDGE
    
    Daytona USA 2, like the original Daytona, was created by Toshihiro
    Nagoshi pursuant to a license by Nascar Properties and the Daytona
    Speedway Association.  Powered by the Type 2 Model 3, the game should
    display a True Color volume of 64 bits, more polygons and frames a
    second than Super GT/Scud Race.  All the polygons seems to be smoothened
    out, and the Stock Cars look so real that every time you touch the
    Steering Wheel you feel like driving a real Stock Car.  There are even
    more colors and detail to the game, even surpassing the detail as
    portrayed in Super GT.
    
    Daytona 2 wasn't created without the cooperation of Automotive Companies
    for sure.  Daytona 2 used different Automotive Cooperatives than the
    First one did.  In order to make sure that Daytona 2's its own game,
    Toshihiro Nagoshi had this priority in mind:  Ban the 4-1-4 Shifting
    from the original Daytona (This was banned since Super GT/Scud Race).
    Like the first Daytona, Daytona 2 has a clutchless 4-Speed Manual, a Gas
    Pedal with Potentiometers, a simulated drive board engine with simulated
    motor feel to simulate real driving pressure of the Steering Wheel.
    
    Sega Racing Games prove to be worthwhile to play after you get the feel
    of it.  The Seat Adjusters can be used to make sure that you are not
    hurting your legs while playing the game, and you can use this accesory
    to adjust the leg room you need to play.  I suggest that you sit all the
    way back (making sure that you adjust the seat for leg room) so you can
    get the most comfort of playing this game.  Virtua Racing proved to be a
    discomfort for many players, so Toshihiro Nagoshi had to infest this
    feature (with the cooperation of the Automotive Company he teamed up
    with in Daytona 1) to allow some comfort and leg room before game play.
    This allows the player to avoid any possible back pain, a pain that the
    majority of Americans suffer from.
    
    Daytona 2 Power Edition features all the same goodies as with the
    original release of Daytona 2 with some obvious differences and some
    beneficial bug busts that Daytona 2 had.  Refer to the "Items of Changes"
    section for more details.
    
    ========================================================================
    KNOW STOCK CAR RACING FROM THE MIND
    
    Legal Disclaimer:
    This portion of this Strategy Guide was taken from Page 984 of the World
    Book Encyclopedia, Volume A(1), Edition 1989 under Automobile Racing.
    This portion of this guide is a registered trademark and copyright of
    Sylvia Wilkinson and the World Book Encyclopedia Corporation in assoc.
    with World Book, Inc.  All Rights Reserved.  This portion was created
    by Mark Kim in respect to all World Book Properties as no copyright
    infringement was intended.
    
    Stock Car Racing is the highly watched kind of automobile racing in the
    United States, but the popularity of this form of racing is centralized
    in the South, because Daytona Beach was the place where the races were
    originated and authenticated at.  Only American Automobiles are allowed
    to participate in this sport as per NASCAR rules and regulations.  Other
    restrictions include the largest, latest possible sedans (namely the
    Chevrolet Monte Carlo, Ford Taurus, and Pontiac Grand Prix) which
    resemble the cars that Ford, Chevy, and Pontiac Dealers have in stock.
    Although they look like everyday passenger and family cars, these cars
    are made of high-impact steel-caged body that enables the car to take
    extreme punishment, windows that were made to last, fenders that
    produce excellent downforce (so the Stock Car can handle corners more
    efficiently), a front engine that has been engineered for speeds of more
    than 200mph (322kmh) on Straights, very fat tires that enables the Stock
    Car to hug the road more efficiently on corners, and racing support
    Suspension Bars that keeps the ride smooth during racing.  Drivers sit
    on the usual driving seat like everyday passenger cars.  Stock Cars tend
    to be the heaviest of all forms of racing cars, as they can weigh as
    heavy as 3700 pounds.  Most of the stock cars in real life have a front
    engine, rear-wheel drivetrain configuration.
    
    Nearly all major Stock Car Races (including the pain-in-the-ass Southern
    Cup 500 at Darlington, South Carolina) are held in the United States,
    on Oval Asphalt tracks.  These tracks can be as short as 1/5 of a Mile
    (320m) and can be as large as 2 and 2/3 miles (4290m) in length.  When
    a race is held at a Superspeedway (such as Talladega, Alabama), there
    tends to be wide, high-banked corners that enable lots of cars to take
    turns at speeds of more than 200mph/322kmh.
    
    NASCAR governs all of these races, such as the Winston Cup, which is
    held ONLY in the USA.  Jeff Gordon has became a Three-Time Winston Cup
    Champion as of last week.  However, even though he feels that Winston
    Cup isn't enough, he also have managed to tie Richard Petty for the most
    wins in one season.  All Jeff Gordon needed to do was to place 40th or
    better to clinch the title on Race 32.  At the final two races, Jeff
    placed first.
    
    NASCAR is making new rules for the 1999 season, meaning that these rules
    will really hurt the driver if he does not comply with the new set of
    rules.  For example, tire checks has been enforced whether to see if
    some of the top drivers like Jeff Gordon, Mark Martin, Dale Jarrett,
    Jeff Burton, Jeremy Mayfield, and the others are using some dipping
    liquid to make their tires stick to the ground better.  This "cheating
    liquid" will be forbidden at all costs next year.  Also, blatant testing
    of the car will also not be allowed as per http://www.nascar.com.  This
    is to make sure that proper "All American" sportsmanship is adhered to.
    
    ========================================================================
    TREAT YOUR CABINET WITH ZEST AND WITH CARE
    
    1.  If for any reason the driving wheel turns too loose, then that means
        that the motor power settings are either experiencing a Drive Board
        Error or the Drive Board Power DIP Switch settings may not fit your
        driving style.  This means that you can't feel that you need to jerk
        the wheel to counterbank your car all of a sudden.  Call your operator
        or attendant immediately when you experience this defect.
    
    2.  Overtime the Manual Shifter gets the most abuse, and it's important
        that you don't touch it if you are not driving the Manual Car.  I'm
        getting sick and tired of ladies holding onto the Shifter while they
        are driving the Automatic Car.  To get Optimum performance of your
        game, keep both hands on the Steering Wheel with the exception of
        upshifting or downshifting.  If for any reason you are unable to
        shift to ANY gear (i.e. you tried to shift to 4, but the gear won't
        allow you to do this) for any reason, you MUST talk this out with
        your operator IMMEDIATELY.
    
    3.  Try to take advantage of the Potentiometers of the Gas Pedal.  If
        for any reason the Tach skips some sections of the Analog Display,
        or if you are not going as fast as 200 mph on a Straightaway, or if
        you are experiencing problems with the Gas Pedal, then call your
        Operator.
    
    4.  Brakes are very good to slow down at tight corners.  However, if
        you cannot slow down when you tap the brake, it's also time to
        contact your operator.
    
    5.  The VR Buttons and the start button should work.  If they don't
        work, then contact your operator.
    
    6.  Keep Daytona USA 2 and all other Deluxe Arcade Machines out of the
        reach of children at all costs.  Do not touch the controls of this
        game with the exception of game play.
    
    ========================================================================
    MODEL 3, TYPE 2
    
    The Model 3 Type 2 Board was created as a followup to the old Model 3
    Board.  It boasts more RAM than the original Model 3, thus allowing even
    faster gameplay in Deluxe Machines.  Complex circuitry of this board
    enables the Model 3 Type 2 Board to vibrate the Steering Wheel and
    control the feed of the gas in Daytona USA 2.  Its 1024 by 768 Maximum
    Resolution and 120 Frames Per Second capabilities enables a virtually
    polygon-free screen with fluid animation.  The Board is capable of
    displaying 32Bits of Colors in a Maximum, with many colors in display
    at once.  The Model 3 Type 2 Board was first used in Harley Davidson
    Motorcycles and the LA Riders, a game that commemorates the American
    Motorcycle Maker's 95th year in business.  The Model 3 Type 2 uses
    Dolby Surround for the realistic sound possible in an arcade game.
    
    With a US Robotics Modem within the Board, the Model 3-2 supports means
    of Internet Gaming by connecting a Model 3 to a dedicated Network Server
    through a T1 Line.  This allows up to 16 players (for the minimum) to
    play at one arcade location or through different corners of the globe.
    However, my knowledge says that AT LEAST 40 cars should play this version
    of this game via Internet Link-up.  Because of this feature, accidents
    will happen.
    
    ========================================================================
    THE BASICS OF DAYTONA USA 2: BATTLE ON THE EDGE
    
    It's important in Daytona 2 to learn from your mistakes.  Ever since
    Virtua Racing, Toshihiro Nagoshi has made sure that realism and fantasy
    mix together in order to bring out an acceptable challenge.  Here are
    some terms that I can come out for now:
    
    Braking: I strongly recommend that you rest your left feet on the
    Brakes, and the right feet on the Gas Pedal.  There are two types of
    braking.  Gas-Feed Braking occurs when you brake when you have the gas
    running.  No-Gas Braking occurs when you release the gas and brake
    almost immediately.  You need to know when to use whatever type of
    braking when taking on a certain turn in the race.  There are times when
    you need to use some throttle when taking on a hairpin and there are
    also times when you have to release the gas for handling purposes.  Some
    instances when you have to choose between gas-feed braking and no-gas
    braking is at the Virtua City Port, where handling plays an important
    role.  I'll let you know what braking you should use as this guide goes
    on.
    
    Powersliding: Powersliding is done when you tap the brake (almost
    immediately after you release the gas) in a straight line, and you fully
    bank your car to the direction you want to slide.  While Powersliding,
    it's important that you have a good feel of the steering wheel in order
    to counterbank the fishtail.
    
    There are many ways to powerslide which follows:
    
    - Tap the brake while feeding in gas.  While braking, turn the wheel hard
      and steer up.  The chances of sliding depends on your car's downforce,
      weight, wheelbase, and the strength of the car's anti-lock brakes.
    
    - Release the gas pedal and wait for AT LEAST 1 second before powersliding.
      Now hit the gas while turning the steering wheel hard at the same time.
      The chances of sliding depends on your car's downforce, weight, wheelbase,
      and the strength and type of the Fuel Injection used in the car that you
      are using.
    
    - Shift down to either 2nd or 1st gear to alter the Car's Yaw Tolerance.
      While the car's redlined, turn the car softly so that the car's able to
      slide without spinning out.  Braking cutting too little gas has a tendency
      to throw you closer to the wall and grass.  Please do all of your braking
      at a straight line and before a turn (Jarno Kokko standed true on this
      one on a document produced in cooperation with Eugene Moon).  If you
      NEED to brake or cut the gas feed, do a quick 4-1-4 (It should be safe
      now to do so without spinning out) to lock the wheels.  The gearbox now
      has a special wheellock feature that enhances the car's grip.  Braking
      won't do any more good now because the Stock Cars are now equipped with
      Anti-Lock Brakes.  The chances of sliding depends on how tolerant your
      car's yaw is.
    
    However, there are bound to be corners when you can cut your speed and
    maintain your flame with the competition without having to overslide.
    In the Grand Prix and Endurance Settings, Oversliding or any means of
    Powersliding can wear out your tires and can make your car's handling
    even lousier the next time you face a tight corner, so try to keep
    oversliding to an absolute minimum on these two settings.  As the
    turn ends, counterbank the car.  To learn how to powerslide, use any
    car with the Manual Transmission (it's ludicrous) at Astro Waterfall
    Speedway.  The final turn should allow you to get used to the real-life
    powersliding mechanics in the game.  You may wind up losing speed while
    sliding, so be prepared to take advantage of the gas pedal's
    potentiometers when doing this.
    
    Note: You can 4-1-4 using the Phantom Car on certain occasions, but make
    sure that you do it quick and at a straight line as you'll spin-out if
    you turn too hard.  Otherwise, it would be safe not to do this.  Also,
    it's REALLY hard to throw the Chums Gum Car on a slide because of its
    high downforce, small wheelbase, and high yaw tolerance.
    
    Manual Transmission: Manual is a lot harder to drive than Automatic
    because you need to use the Gear Shift at the right side of the Steering
    Wheel.  In the original Daytona, you had to upshift when you have risen
    up to a certain speed.  Gone are the days of knowing what the appropriate
    speed of upshifting is.  Now there's a Red Light near the Shifter Display
    that tells you when you are redlining your engine blatantly.  If you are
    accelerating and if you see the Red Light flashing, then it's time to
    upshift (Watch that redline on the tach!).
    
    Now here are the recommended speed ranges:
    
    - First Gear: 0-70 mph (0-112 kmh)
    - Second Gear: 71-110 mph (113-177 kmh)
    - Third Gear: 111-159 mph (178-256 kmh)
    - Fourth Gear: 160 mph and above (257 kmh and above)
    
    Manual Transmission provides stronger acceleration than Automatic, and
    in a certain extent, more controllable handling than Automatic.  You
    can even throw your car into a powerslide easier than the Automatic (by
    downshifting on a corner) and please keep in mind that these Stock Cars
    are based upon the 1998 Nascar formula of Stock Cars, so unless you do
    the following technique for the old-fashioned 4-1-4 shifting: Approach
    the corner at speed, 4-1-4 quickly at a straight line, and at 4th gear
    (the yaw tolerance should still be unstable, but not as unstable as you
    would when you held the gear at first gear) turn hard and slide with
    *controlled* timing, it would be safer to avoid doing this.  Although
    any car can do this, this is best done with the Phantom Full Force car.
    I recommend that you learn how to drive with Automatic First and then
    when your skills rise, learn how to use the Manual.  I guarantee that
    Manual is more rewarding to use than the Automatic once you tame Manual
    for a specific track that you are driving in.  Note: to convert MPH to
    KMH, multiply the MPH Figure by 1.609.  If you are planning to use the
    Phantom Car, then MT is a must as Automatic won't control as well as
    Manual would.
    
    Good Starts: It's important to learn how to start properly because this
    will determine the outcome for your chance to win the Sega Cup.  In order
    to avoid confusion of how to start a track, here's the lowdown:
    
    * Beginner Track: You start from a rolling start so pull the stick to
      Fourth Gear if you haven't done so yet.  The problem will be to overtake
      the cars, so be prepared to use controlled tailgating at all costs.
    
    * The other tracks: First of all, I would like to thank Zhi Xiang (Al=STP)
      for shedding the light on this one.  Hold the needle to EXACTLY to the
      7 on the Tach.  Hold the Brakes AS HARD as you can while doing this.
      When the announcer says "GO!", release the brake and floor it.  This
      one isn't a cakewalk because you need a good feel of the countdown and
      the gas so this will take a lot of practice to work out with.  The
      reward is that you wheelie through the track with insane acceleration
      so be sure that you shift through the gearbox depending on the speedrange
      you are in.  Since the drones burn their rubber before even accelerating,
      you need to dodge the slow drones for enhanced acceleration.  Tailgating
      is acceptable as long as you don't front them off.  I don't know about
      Hornet's situation with this, so please let me know if this is valid with
      the Hornet or not.
    
    Slingshot: I call this "Air-Slinging" because you are actually trying to
    drift your car into the slipstream of your drones.  To Air-Sling, line
    up your car so that you can touch the air of the drone for some speed
    increase.  Be sure that you get out of the line as you pass the car or
    when you rear the car, the drone will gain speed and you will lose
    speed.  This is an important skill to master if you want to get the
    fastest lap times in any track, and this is important to learn (in
    addition to Powersliding) at the Astro Waterfall Speedway.  The best
    time to Air-Sling is at a Straightaway, where you can pick up the pace.
    You can air-sling at a corner, although it's rather dangerous to do.
    
    Grass and Walls: The Walls, if you happen to get in contact with, will
    violently cut your speed down, wear out your tires, and damage your
    car's body facing the direction you hit the wall.  The Grass is even
    more terrible to deal with than the Wall because you will lose speed
    rapidly and progressively (resulting in a loss of time), and in addition
    to the loss of speed and some valuable ticks you will also risk burning
    or melting up the tires in a flash.  It's important to avoid these two
    hazards at all costs if you want to bet for the fastest lap times.  Try
    to finish each lap without any contact with the Grass or the barriers.
    A completed race without contact with the grass or the barriers means
    that you're finally learning something in the blue.  BTW it's more likely
    that you will lose stability if you touch the grass for any reason.  Also,
    neither of these are not your worst enemies (unless you want to go for a
    record time) since these two can be avoided with finesse.
    
    Drones: Your worst enemy in this game is not the Grass or the Walls (you
    can avoid them with skill and technique), and it's not the clock
    (although beginners will consider this one their worst enemy).  It's the
    drones.  Any contact with the drones will cause damage to your car.
    Although you try to strive for perfection for every lap (apart from the
    fact that you want a fast lap), overtime computer cars tend to pose the
    greatest threat in the race.  Computer Cars tend to show intelligence in
    any track and the lower the time limit, the more intelligence the
    Computer Cars will show.  In any corner, they can really be a big pain
    in the ass.  Any rearending with the computer car will violently cut
    your speed down and do damage with your front.  Any side-impacting with
    the drones will hinder your accleration and damage your sides.  You can
    try to cut the car off by having the drones hit you from behind (but you
    risk damaging the back of the car too), but the worst you can do is to
    rear the drone going no faster than 20 mph at 200+mph which can REALLY
    MAKE YOUR LIFE MISERABLE.  In a note, the drones will fight you harder
    this time around.
    
    For the Power Edition, ALL THE ENEMY CARS will do everything to ruin
    your lap times.  The Enemy Car section ONLY covers the "trouble" cars
    in the game.
    
    If you have any details, corrections, or descriptions of the Drone Cars,
    then please let me know.  I would like to thank TSN (Teemu Nuutinen) for
    helping me get to know the enemy cars in the game.
    
    Please keep in mind that any of the 39 cars on the Beginner Track
    may have the ability to block you as you pass them in the later laps so
    stay alert.  If for some reason the cars play tug-o-boat, then both of
    these cars will wear down the tires.  Be careful that you are not cornering
    onto a hairpin or bad turn with a car right next to you from the inside.
    If the car manages to drag you into the barrier, then you'll crash REALLY
    HARD.  There are also some unmentioned cars that behaves evil at times but
    it's hard to throw out because the Computer tends to play like a pro, and
    very few cars tend to drive evil, but the cars I've mentioned are the cars
    that you have to watch out for--they can really force you off-track at
    times.  I'll try to find out which cars aren't nice in the next update or
    so.  Model 3 has disabled much of the lardy crashes (CS) so don't expect
    too many spectacular crashes as with the original.
    
    Variating your experience: When you play your first game of Daytona USA
    2, it's important that you don't play either the Advanced or Expert
    track since they contain a lot of blind turns.  Also, be sure NOT TO
    select either the Scorpio or the Phantom Full Force cars the first time
    you play the game as well because although they are faster, you will be
    spinning out or losing control if you don't keep a firm grip of the
    steering wheel at all times or if you keep on pounding on the grass,
    walls, cars, or anything.  Also, controlled powersliding (although you
    tend to lose speed and wear out tires by oversliding) is important to
    learn, so I suggest that you play a few games using the Chums Gum Car.
    Although it's difficult to throw the JC Eagle into an Overslide, it's
    pretty much forgiving because you can corner at bad turns without any
    fears of spinning-out.
    
    Real Players Only: To play Real Players Only, insert your Tokens, select
    a track, and your car.  Hold the Start Button while selecting your
    drivetrain and you'll be able to challenge your best lap time without
    those damn drones.  In order to do this on the MultiPlayer Mode, all
    players must hold the start button while selecting their drivetrain.
    This is better to do if you want to practice.  Otherwise, you minus well
    just try to play a game with your worst enemy, drones.
    
    Viewpoints: Like all other AM2 games, you get a choice between 4
    Viewpoints.  The following viewpoints are inside the car, inside the car
    within the driver's viewpoint, outside the car, but near the back of the
    car, and outside the car.  There are also hidden viewpoints that you can
    notify me by e-mail too.  Please see the Viewpoints section for details.
    
    US Versus Metric:  Since this American Stock Car Racing, all speed
    figures will be at the MPH Scale.  To convert MPH to KMH, multiply the
    MPH Figure by 1.609.  To convert KMH to MPH, divide KMH by 1.609.
    
    ========================================================================
    POWER EDITION CHANGES
    
    * The Beginner track has been redone from the ground up.  Part of the
      reason why this is so is because the Environmental doodads were pretty
      bland as far as Nascar Flavor is concerned.  The Beginner Track has been
      renamed, Sega International Speedway.  It's now pretty much a carbon
      copy of the Daytona International Speedway at Daytona, Fl USA.
    
    * Noticeable Bug Fixes from the original.  For example, in the Expert
      Track just before Check Point 2, if you touched the grass near the
      tunnel, then nothing will happen to your speed.  Now that grass near
      the tunnel holds a shocking consequence.
    
    * A three-track, nine-mile Challenge Track starts from Fantasy Amusement
      Park, progresses through Downtown Virtua City, and into Sega International
      Speedway for the finish.  A tough course to learn, and all the cars
      here will fight you harder as you overtake them.
    
    * With the US Robotics Modem included with the Model 3 Type 2 Board, a
      Daytona 2 cabinet can be hooked up through preferrably a dedicated
      server through a backboned T3 Phone Line for Internet Gaming enabling
      up to 40 players maximum, 16 players Minimum to play at once!  Also,
      you'll know who's better than who in each track with this new feature.
    
    * Hornet is back! The original Hero Car (Scorpio is the Hero Car in Daytona
      2) has been redrawn for a Model 3 Type 2 port.  While the Hornet's
      appearance has thrown away much of the Model 2's outdated drawings,
      the only thing that hasn't changed is its original feel, so you will
      have to use the Hornet like you would with Daytona 1.
    
    * Some of the more dangerous turns, like the Alien Spider Intersection,
      has been toned down judging that the turn had virtually no room for
      error.  Also, the Car's skidpad is much more forgiving than ever,
      enabling expert players to take on harsh turns without the need of
      blatant sliding.  Because of this, some of your strategies must change.
    
    * The Chums Gum Car has been renamed the JC Eagle Car.
    
    * Additional speeches made by your coach.  Now all announcer speeches are
      filtered via simulated radio signal (shared with Super GT and Daytona 1).
    
    * Reverse Tracks by holding the Brake while selecting your car! (Alexandre
      Dutil)
    
    ========================================================================
    THE VIEWPOINTS SYSTEM AND EASTER EGGS
    
    VR1:  This viewpoint button allows you to see the screen like you would
          turn on your headlights.  This is good if you want to have a good
          feel of the car, but I don't recommend this view because you are
          not able to see what direction you are going when you are sliding
          through a terrible hairpin.
    
    VR2:  This is pretty much like you would see in real life racing.
          Not only you are able to see the hood (to assess damage at the
          front), but you are able to see what direction you are sliding.
          Going inside the car is rather tedious because you can't see
          who's sneaking up on you at your left or right.
    
    VR3:  You'll get a good portion of view (at least a little) from the
          left and right.  Unfortunately, the car is too close to see who
          is close in front of you, and it makes it hard to airsling when
          you need to make the most out of it.
    
    VR4:  This is the preferred view of playing (although reality is
          greatly hurt from this view).  Not only you get to see who's
          sneaking within your sides, but you can also see who's coming
          in front of you, and you can time your cornering attempts more
          efficiently.
    
    Additional Viewpoints
    ---------------------
    Besides the viewpoints available during the beginning of play, there
    are also some additional viewpoints available for your pleasure.  If
    you have any more viewpoints as I speak, feel free to let me know.
    
    Secret Viewpoint 1: Hold down Buttons VR1 and VR2 at the same time
    for the left side of the car wheel cam. 
    
    Secret Viewpoint 2: Hold down Buttons VR2 and VR3 at the same time for
    the right side of the car wheel cam. 
    
    Secret Viewpoint 3: Press and hold VR3 while holding VR4. Now keep VR4
    and VR3 held while pressing VR2. It's hard to do this so practice while
    the game is not on play. 
    
    VR2 Variations: While holding VR2, press Start to change the cam. 
    
    VR3 Variations: While holding VR3, press Start to change the cam. 
    
    VR4 Variations: While holding VR4, press Start to change the cam. 
    
    Driver's Eyes: Press VR2 twice (and immediately) for Driver's Eyes.
    
    Racing in Mirror Tracks:
    Insert your tokens, and select a course.  Hold the start button while
    selecting a course.  These courses are a lot harder than the original
    counterparts as you will need to adjust your skills gradually but
    rapidly in order to compensate your handicap on these tracks.  If you
    have any new tips and tactics with regards of the Mirrored Tracks,
    please use the convenient Mail Me form described at the Newsflash.
    Your help is needed to update the strategy list!!!!!
    
    Reverse Tracks (New Feature by DUT!):
    Select your track.  Now choose your car.  BEFORE YOU EVEN TRY TO PRESS
    THE GAS PEDAL, hold the brake button, and then choose the car that you
    will be able to take to the races.  If done correctly, then you should
    be able to race the tracks on Reverse.  BTW I'd like to tell you that
    you can also blend this trick with the Mirrored Track Trick that you
    have learned from the original release.
    
    The Reverse Tracks are even more painful to complete than the original
    tracks.  The Reverse Tracks features obscene corridors, blind corners,
    sharper hairpins, and an array of insane turns that will drive you wild.
    It will take a lot of time to get used to so don't get pissed if you can't
    master the reverse tracks in one day.
    
    Solo Play:
    Insert your tokens, and select a course.  After selecting a course,
    tap the start button as fast as you can.  Once the countdown at the
    second cabinet reaches 0, get ready to battle it all out by yourself!
    
    Shooting Galaxy:
    At laps 3 and 4 of the Fantasy Amusement Park (Advanced Track) just
    before the Space Sharp Turn, press the Start Button as much as you can
    and you'll see lots of lasers firing down on the road.  I do not
    recommend doing this if concentration of getting a good lap is what you
    are striving for.  In other words, I found this one to be distracting.
    
    Remixed Music:
    After selecting your track, car, and mission, when you see the screen
    GENTLEMEN, START YOUR ENGINES, hold the Start Button until you hear the
    coach says "The race is approaching!"  Now you should be able to hear the
    remixed version of the course's music.  I don't like remixed music in
    Daytona USA 2 that much because it is just too tame to get me into the
    racing mood, though.  BTW now that I have listened to all the music
    tracks in full glory (D&B has the BGM loud that I can hear it!), I would
    like to share you what soundtracks are available in each track:
    
    * Environment Preserve Dome (Beginner): On the road
    * Fantasy Amusement Park (Advanced): I can do it
    * Virtua City (Expert): Beautiful Nights
    
    NOTE: The Troop Logo will change into the Little Wing Coyoto Tire logo
    if you have done the Remixed Music trick for the Beginner Track.
    
    Map Alterations
    ---------------
    Just simple.  Hold the start button and select your desired viewpoint
    during Gameplay.
    
    ========================================================================
    RACING MODE DIP SWITCH OPTIONS
    
    Normal Lap Mode
    ---------------
    8 laps for Beginner, 4 laps for Advanced, 2 laps for Expert.
    Most machines use this setting for money-making purposes.  Under NO
    CIRCUMSTANCES YOU SHALL PIT IN THIS switch setting EVER!!  Ignore the
    messages "You're burning up the Tires!" and "CAREFUL, You'll melt the
    tires!" as these messages were intended to be used to force you to
    get the car back straight again.
    
    Double Lap Mode
    ---------------
    16 laps for Beginner, 8 laps for Advanced, 4 laps for Expert
    There will be times when this setting will be used as the Default.  If
    you can race carefully, then there is no need to pit, but if you are
    careless, then you may have to consider pitting once, but I doubt that
    you'll have to pit.  Just be careful that you don't hit the walls too
    often (which will wear down the tires in a hurry).
    
    Grand Prix Mode
    ---------------
    Not as long as the Endurance Mode but the race ranges to about 150 to
    200 Miles (241-322 km) long.  Your car is suspectible to blatant tire
    damage and wear so make sure that you do not hit the grass, walls, cars,
    and other hazards that isn't asphalt at all.  Pit if you hear "Your car
    is due for a pit" because that's when your tires have ran out.  Be sure
    that you don't overslide as you may commit unneeded pit stops, costing
    lots of time.  BTW I'd like to tell you that the first time you take a
    horrible turn your traction seems to be good, but the next time your
    traction may be horrible depending on how you took it.
    
    Endurance Mode
    --------------
    500 Laps for Beginner, undetermined in Advanced or Expert.  Race these
    tracks like you would in the other settings.  Sliding will cause tire
    damage but not as much as if you were to touch the ladies (grass) or
    the barriers.  However, the next time you slide through a terrible turn,
    traction becomes even lousier, and when you get a signal to pit, DO
    IT!!!!!  A postponement in pits will result in minimal top speed, poor
    acceleration, and THE LOUSIEST HANDLING you'll ever imagine!
    
    ========================================================================
    REASONS WHY SEGA GAMES CAN BE PRETTY ENTERTAINING TO PLAY
    
    There are many reasons why Sega Games can be worthwhile.  Here's my list
    why I think they can be worthwhile to play:
    
    1.  The controls are modeled after real-life.
    2.  The Drones really show off their potential
    3.  YOU MUST LEARN HOW TO USE MANUAL (As with all Sega Racing Games) for
        the best results.
    4.  There is little room for error.
    5.  You must learn how to "enslave" your car.
    6.  You must know when to powerslide or not.
    7.  You need to learn how to take on the corner without blatant loss of
        speed.
    8.  You need a good feel of the brakes, gas, and steering wheel.
    9.  I suggest that you learn how to tame ALL CARS.  Don't be playing the
        game all the way with one car.  The purpose of three cars is to
        offer a new twist on a popular game.
    10. YOU MUST LEARN HOW TO USE THE PHANTOM FULL FORCE CAR TO BREAK THE
        RECORDS AT YOUR LOCAL ARCADE!!!!!!!!!!! NO EXCEPTIONS!!!!!!!!!!!!!
    11. USING THE JC EAGLE CAR, AVOID USING THE BRAKES AND ALWAYS USE MANUAL
        TRANSMISSION!!!
    
    ========================================================================
    THE NUMBER 41 CARS
    
    Daytona USA 2 features 3 cars of the Number 41 team.  Each car has its
    own skill level that the player can use to variate the challenge in the
    tracks, although this was a laughing matter in Scud Race and Super GT.
    Now it's time to relearn the game and master these cars in the three
    tracks.
    
    ------------------------------------------------------------------------
    Chums Gum
    ------------------------------------------------------------------------
    
    Vital Statistics
    ----------------
    
    Derived Make and Model:    1998 Chevrolet Monte Carlo 
    Beginner Track Overall:    2'22"xx 
    High Points:               Handling, Stability, Very forgiving to drive,
                               Best First Car to use when learning Virtua City
    Low Points:                Hard to throw into a Powerslide, Poor Acceleration,
                               Poor Speed, and sliding takes off too much speed.
                               Parrallel Sliding requires use of Manual
                               Transmission. Don't slide too much or you'll
                               lose speed. The tires should always remain
                               parrallel at all times! 
    Jump Start Tips:           See "Jump Starts" on the Basic Section of this
                               document.
    
    Acceleration: 2
    Handing: 4
    Top Speed: 2
    Tire Reliability: 2
    Weight Distribution: For Handling Purposes
    Downforce: 4
    Cornering: Grip
    
    ------------------------------------------------------------------------
    Note: The Easy Level Car was renamed "JC Eagle" because Chums Gum was
    considered to be childish by Toshihiro's Standards. 
    ------------------------------------------------------------------------
    Chums Gum Overview
    ------------------------------------------------------------------------
    
    This is a beginner's car. Although it ranks high in handling, control,
    and stability, it falls short of overall ratings. It's rather forgiving
    to drive on the long run because you don't spin out too often with this
    car, but because of the short wheelbase and high downforce, you won't be
    able to powerslide easily with this car. This is the car to use if you are
    learning the tracks or playing for kicks, much like the Porsche 911 in
    Scud Race. Unless you are planning to play the tracks in reverse (as per
    DUT's standards), then it would be a good idea to pass this car by in favor
    of mastering more subtle cars like the Phantom Car. Don't bother using the
    Automatic Transmission on this one because AT's top speed is pretty poor,
    so therefore when you play the game for the first time, choose this car
    with the Manual Transmission (even though you can't master the game in a
    flash). The front downforce of this car enables you to take on the crappiest
    turns on the road with either minimal or almost no need to powerslide at
    all, but I consider powersliding something important to learn. A nice car
    to use for driving competency, a good feel of the gas, brakes, and pedal
    is required when slowing down on the turns. Be careful with your timing,
    and you don't have to use the brakes and/or slide at all. You'll want to
    experiment the JC Eagle Car on the Expert Reverse track: There are a lot
    of obscene corners aloft, a good feel of the gas and wheel is required to
    make it through without much damage. Steady driving is the key to unleash
    its potential. 
    
    ------------------------------------------------------------------------
    Scorpio Batteries
    ------------------------------------------------------------------------
    Vital Statistics
    ----------------
    
    Derived Make and Model:    1998 Pontiac Grand Prix 
    Best Beginner Effort:      2'17"xx 
    High Points:               Good balance of Speed and Handling, Livelier
                               Acceleration than the Chums Gum Car, jump starts
                               much easier than with Chums Gum, Powerslides are
                               minimal to the beginner player. 
    Low Points:                Although any car can do quick 4-1-4's (provided
                               that you are NOT driving these cars like you would
                               in the original Daytona, being able to do 4-1-4's
                               with Model 3's faster processor speed takes some
                               time to get used to), the Scorpio pretty much
                               loses it whenever it goes onto a slide (no matter
                               what kind of sliding method you use). Also, the
                               Scorpio lacks the torque curve of the Phantom
                               Car, so speed isn't that great. Scorpio's front
                               downforce is less tighter than the Chums Gum's
                               Front Downforce (Chums Gum had a Front Downforce
                               of 95% but the JC Eagle Car has more downforce)
                               meaning that you have to slide at some turns.
                               I'd rather use the Phantom instead. 
    Jump Start Tips:           See "Jump Starts" at the Basics Section of this
                               document.
    
    
    Acceleration: 3
    Top Speed: 3
    Handling: 3
    Downforce: 3
    Weight Distribution: Balance
    Tire Reliability: 3
    Cornering Type: Balance
    
    ------------------------------------------------------------------------
    Scorpio Comments
    ------------------------------------------------------------------------
    
    The Scorpio may be a bogey to expert players but it's still a forgiving
    car.  Besides, it's more forgiving to drive because you don't get into
    a powerslide with this one anymore.  With careful driving, you can even
    do 3'45"xxx on the Expert Track, though not as hot as the Chums Gum Car.
    All you need to do is to know when it is a good time to slide or not.
    Remember that sharp turns will probably require you to powerslide.
    
    Powersliding won't be necessary unless through a bad turn because the
    Scorpio will correct all sliding tendencies quicker than the Phantom.
    The only drawbacks of this car is poor low-end torque and pretty weak
    carbon brakes.
    
    Otherwise, the Scorpio is a refined car from head to toe in order to
    make driving more forgiving.  However, as far as the sliding issues are
    concerned, the tighter the downforce, the faster you can go through turns
    without powersliding.  Whereas the longer the wheelbase, the more likely
    you will have to slide through turns.
    
    You'll want to use this car like you would with both the Hornet and the
    Chums Gum but the Scorpio will always correct sliding tendencies pretty
    easily and you only need to brake whenever necessary.
    
    More on the Scorpio's strategies later. 
    
    ------------------------------------------------------------------------
    Phantom Full Force
    ------------------------------------------------------------------------
    Vital Statistics
    ----------------
    Derived Make and Model:    1998 Ford Thunderbird
    Best Beginner Effort:      2'13"673
    High Points:               The strongest car in the game.  The car that
                               is MT-friendly as far as handling-to-MT Ratio
                               is concerned.  Has the best torque curve,
                               strongest carbon disc brakes, and most confident
                               powersliding antics.
    Low Points:                Unless you learn how to have a control of the
                               steering wheel during powerslides, counter
                               during powerslides, and learn how to use the
                               Manual Transmission, this car won't suit you
                               well.  This is probably the lowest point of the
                               car.  But AHHH, the car loves players who has a
                               taste for Manual Transmission, so minus well
                               make this your car for overall American Travel.
    Jump Start Tips:           See "Jump Start" at Basics Section of Document
    
    Acceleration: 4
    Handling: 2
    Top Speed: 4
    Downforce: 2
    Weight Distribution: Speed-oriented
    Tire Reliability: 4
    Cornering Type: Slide
    
    ------------------------------------------------------------------------
    Phantom Overview
    ------------------------------------------------------------------------
    
    This is the only car that you may use if you want to make some good
    records at your local arcade.  It's the ultimate tool to make full use
    of the Manual Transmission's Advantage.  Automatic Transmissioners will
    dread this car because they are more used to release the gas, tap the
    brake and almost immediately feed the gas in to kick in the slide style.
    This is indeed a hard car to master because of it's high response of the
    wheel, gas, and brakes, as well as the highest curb weight in the game,
    and keep in mind that the curb weight may give the car a slight understeer
    during certain occasions.  That is why Manual offers advantages over the
    Automatic.  While the Phantom isn't bright about offering much about
    handling, it gives up for the ease of use to enable the full potential of
    Manual Transmission handling.  All it takes is just some easing up at a
    straight line just before a bad turn.  A good feel of the gas would
    unleash the Phantom's true handling abilities.  There's virtually no room
    for error on this car, meaning that you'll need to be a Mark Martin to
    tame this uncaged beast.  Also, the Yaw Tolerance is pretty low on this
    car, but the best part of the Phantom is that once you learn how to use
    this car at the Expert Track, then the track should be all cake.  You'll
    want to try out the Phantom on Fantasy Amusement Park and Virtua City--
    these two courses are technical, a lot of squishing and sliding with
    reduced speed is required.  However, with the most powerful engine,
    smoothest torque curve, strongest brakes, and a tire life only rivaled
    to the Chums Gum Car, the Phantom can hang out with the best of 'em.
    Higher skidpad ratings does not always equate to more confident handling,
    and this car really proves it!
    
    ------------------------------------------------------------------------
    Hornet Classic
    ------------------------------------------------------------------------
    Vital Statistics
    ----------------
    Derived Make and Model:       1994 Chevy Lumina
    High Points:                  This car won't fight you as much as the
                                  new cars would as far as 4-1-4 cornering
                                  is concerned.  The controls are a carryover
                                  from the original Daytona so handle the
                                  corners like you would during Daytona USA 1.
    Low Points:                   Mediocre Top Speed.  Poor Acceleration.
                                  High understeer and slow movements.  You
                                  need to avoid touching the cars at all costs
                                  since they tend to punish the Hornet big time.
                                  Touching Concrete and Grass holds A GIGANTIC
                                  CONSEQUENCE for this old timer.
    Jump Start Tips:              See "Jump Starts" on Basics Section
    
    Acceleration: 1
    Handling: 1
    Top Speed: 1
    Downforce: 1
    Tire Reliability: 1
    Weight Distribution: Designed for those who live the life of playing
    Daytona 1.
    Cornering Antic: Classic Daytona 1 Judgment
    
    ------------------------------------------------------------------------
    Hornet Overview
    ------------------------------------------------------------------------
    
    It's surprising to know that after 5 years from the day of its debut the
    Hornet is still the spotlight of Stock Car Racing at Virtua City.  Sure,
    there are other cars that can now match or exceed Hornet in many areas,
    but for Stock Car Racers who prefer all the lalala 4-1-4 shifting, Hornet
    is the friendliest car to use.  All it takes is to be slow and careful
    with the timing of the turns and to take these turns with a good feel
    of the gas.  When mastered, Hornet becomes an unstoppable foe on the
    edge.  Unless you learn how to run trouble-free races and learn how to
    refrain from touching the other cars, the Hornet will punish the player
    pretty often.  It's important that you don't hit the other cars, grass,
    or the walls while you race or you may find yourself in Last Place
    running out of time.  Also, since Hornet's controls are derived from
    Model 2 Daytona USA, you cannot go as fast as with the Phantom's way
    of handling.  Acceleration, Power, Braking, and Handling are all abmyssal
    with this car, and to get the best lap time in Sega 500, you CANNOT screw
    up at all.  Don't goof up or get into a car fight, or you'll be sorry.
    
    ========================================================================
    THE FOE CARS
    
    In Daytona 2 Power Edition, all the cars will now try their best to
    ruin your lap times.  Most of the cars have been deleted due to the lack
    of their flare to ruin your lap times.  This section only covers on the
    trouble drones that you will come face-to-face on.
    
    Note that as a general rule in Daytona 2 Power Edition, some of the
    top-ranking cars will goof up if you tend to jump ahead 
    
    Cars 6 and 7: Tomahawk Motor Oil
    --------------------------------
    These top-ranking cars in all tracks but the advanced mean serious
    business.  While their competition flare isn't high by my standards,
    they tend to run very well and they have a tendency to become more
    difficult to catch up if you don't get to them earlier on during the
    race.
    
    Cars 10 and 11: TSN Wrench
    --------------------------
    These cars are well-built and can race through the entire track without
    a pit stop.  Because of this, they will cause some trouble for beginners
    at the Advanced Track, but they are avoidable by the Expert Player.
    Unfortunately, these two have a bad habit of pushing you through a
    Hairpin, cutting you off, and other cheating bastard tricks that I don't
    want to explain.  Otherwise, you don't have to worry about these two
    cars provided that you are careful.
    
    Cars 15 and 16: Petreloil Petroleum
    -----------------------------------
    Very strong contenders in the Advanced Track, moderately a pain in the
    Challenge Track, but otherwise not as strong as some of the higher-
    numbered cars in the Beginner and Expert Tracks.  Number 16 is something
    to worry about in the Advanced Track when trying to break records
    because one time when I tried to stay low at Turn 3 at Advanced, he
    shoved me off the track, pissing me off!!!  Also, expect to get physical
    with the Number 16 one since he loves to make trouble in the Advanced
    Track.  The Number 15 is a pest, but don't worry about him because he
    isn't as well-built as with Number 16.
    
    Cars 30 and 31: Village Ground Coffee
    -------------------------------------
    You only have to worry about Number 31 for all of the time.  He's a
    pretty strong contender in the Reverse Tracks and if you don't run
    perfectly in these tracks, chances are that he'll continue to run
    even better and he'll become difficult to catch up.  The same goes
    with the Challenge Track.
    
    Cars 32 and 35: Kenneth's Burgers
    ---------------------------------
    Actually, they are called Kenny's Burgers Cars.  Number 35 is as strong
    as the Number 31 car.  Like Number 31, if you don't run perfect races,
    then Number 35 will become more difficult to catch up onto at the later
    tracks.
    
    Any more trouble cars or any corrections, please e-mail me.  Notice that
    I will only cover the trouble cars in this section.
    
    ========================================================================
    TIPS FOR HEALTHIER DRIVING
    
    1.  When you first play the game, start with the Beginner Track first.
        Don't try to use the Scorpio or the Phantom Full Force Car right away
        because they are somewhat frustrating to drive for the first-time
        player.  Instead, choose the Chums Gum Car.  It's the slowest car in
        the game, but it's much more forgiving to drive.
    
    2.  Master the art of Airslinging (lining up the car at the same line
        your drone is at to milk up speed and getting out of the way as you
        pass the drone).  It's impossible to keep up with the competition
        (as well as with the lead car) without using this technique at its
        fullest.  In order to airsling without error, master this technique
        at the Beginner Track.
    
    3.  It's almost impossible to keep up with the competition at harsh
        corners without having to slide at ludicrously high speeds.  At first,
        take on the corner at low speed with some sliding.  As your skills
        increase, you can slide ludicrously at higher speeds.  Just make
        sure that you are not going too fast and forcing yourself into a
        near-spinout experience.
    
    4.  After learning how to use the Chums Gum Car, it's time to learn how
        to use the Scorpio and Phantom Full Force Car.  It's nearly impossible
        to finish this race at first place (with the exception of the Expert
        Track) without the massive power of the Scorpio and the Phantom.
        The only thing you need to do is to perservere when taking on bad
        turns like the Outerspace Sharp.
    
    5.  As with all Sega Racing Games, learn how to use the Manual.  Although
        you can finish the race at first place with the Automatic (in Indy
        500, you can only get first place using the Manual Car, which pisses
        me off!), on the long run Manual tends to be more rewarding to use
        than the Automatic.  All it takes is a little more effort on how to
        shift up and down.  Acceleration is slightly crispier with the Manual
        and curb weight is marginally lighter than the Automatic, resulting
        in a sheer increase of speed.  The only thing I'm asking you not to
        do is to do any 4-1-4 shifting as with the original.  You can 4-1-4
        with any car, but you must 4-1-4 just a little before the turn starts
        and then begin sliding when the gearbox is at fourth gear to avoid
        spinning out.  If you leave the gearbox to 1st gear too long, you'll
        spin out.  In practice, it would be safer just to avoid 4-1-4 shifting.
    
    6.  Staying as low as you can with the turn is the best way to take on
        the corner, but there will be times when Drones will be staying
        low too.  In some cases, drones will be reluctant to let you pass.
        Try to stay low without any contact with the drones.  Avoid any
        smoking cars since they will crash into you and cut your speed.
    
    7.  See the "Enemy Cars" section somewhere on this document for a good
        view on how to best them.  Again, beware of the Black Number 16
        Petreloil Car, the Number 51 Bird Line car, the Number 82 car, and
        the Light-Blue Number 55 Evangevoline Transmissions car.  They tend
        to ignore your luring techniques and they soon later on pose lots of
        problems.  If you are trying to go for good records on any track with
        the Phantom Car, these four cars can be a major problem.  They love
        to push you off the track (especially in hairpins), block your way,
        slow down (hoping that you'll rear them while you're airslinging them),
        and to alter your yaw tolerance by driving in a straight line while
        pushing you while you are sliding.  I would say that Number 16, 51, and
        55 are the worst, although I can't stress this one pretty well.
    
    8.  LEARN HOW TO USE THE PHANTOM FULL FORCE CAR!!!!!!!  It's kind of hard
        to place first in all three tracks without the massive power of the
        Phantom.  All it requires is that you ease up on horrible corners
        and do a little ludicrous 4-2-4 shifting on certain occasions.  The
        Scorpio Car can stand up to the Technical Tracks but it's hard to
        beat the Beginner's track with it's relatively weaker engine.  Overall,
        the Phantom Full Force Car (though crippled by its long wheelbase and
        high curb weight) proves to be the most rewarding car to master, so
        once you can win races regularly with either the Chums Gum or Scorpio
        Car, it's time to relearn from fresh vanilla with the Phantom Car.
    
    9.  4-1-4 Shifting is OK with the Phantom Car, but I consider this too
        dangerous to do.  If you MUST do it, 4-1-4 QUICKLY and at a straight
        line.  Now the Yaw should be intolerant enough for you to slide at
        Fourth Gear.  Timing is crucial if you want to slide without drama
        using 4-1-4, but it would be safer for you to avoid doing this, though.
    
    10. You'll see the differences compared to me and NIC (Cho Jee Ken).  Here
        are the guys who I would like to thank for setting "standard flat-rate
        times" and for compelling me to improve with every game I play:
    
    * NIC (Cho Jee Ken)
    * STP (Teoh Zhi Xiang)
    * N.D (Unknown by Author)
    * KUA (Siamkua)
    * Anybody at Singapore
    * Jarno Kokko and Eugene Moon (although I don't know them well)
    
    11. DON'T USE THE HORNET CAR UNLESS YOU ARE ONLY NEW TO DAYTONA 2!!!!!!
        This is because I'm assuming that you are transporting from Daytona
        2's first release into the Power Edition Revision.  Unless you know
        how to use the Hornet well, you're better off with the new cars.
    
    ========================================================================
    THE TRACKS
    
    Daytona 2 Features 3 tracks as with the Original.  Try to use the car that
    is the most forgiving for you to drive as I CANNOT AFFORD TO SEE YOU SPIN-
    OUT!  As with my Scud Race FAQ, I'll try to go in-depth as much as I can,
    but there will be a time when Beginner's tactics and Advanced Tactics
    with each car will be imminent with each track.  If you have any more
    strategies with any track using any car, then please let me know.
    BTW I'd like to tell you that I will assume everything on Manual
    Transmission. :)
    
    JC Eagle Car:  I'm going to make sure that you don't commit any blatant
    slides.  I made sure that I blend control with speed whenever taking on
    bad turns like the 360 at Virtua City.  Making sure that you avoid blatant
    spinning of the tires, I'm gonna try as much as I can to make sure that
    you are braking ahead of time before a bad turn.  This is not a fast way
    to build up a fast lap time, but it's a good way to build up your skill.
    If you are going to use MT, I'm gonna make sure that I do not commit any
    4-1-4 drifting (This is LONG GONE!!!!!  TRUST ME ON THIS!!!!!!!), and I
    also stated out what I recommend that you do when taking on a turn.
    Please be aware that downshifting while holding the gas can hurt the car's
    stability and yaw (ability to keep the car stable at lower gears) so
    you need to keep your foot off the pedal or brake to a certain speed
    in order to downshift without losing control.  It's best to downshift
    right after slowing down for a turn, and best to upshift when your
    speed rises.  Remember, 0-68mph is the range for First Gear, 69-108mph
    is the range for Second, 109-158mph is the range for Third Gear, and
    anything above 158mph should be set into fourth gear.  I'm assuming that
    you are at Beginner's Skill Level when using this Car.
    
    Scorpio Players:  Now I am going to be a little more faster with the
    deadliest turns here.  I'll give my all-out, reckless driving, out of
    this world driving techniques at all tracks.  I'll tell you what the best
    speed for taking each turn is, and whenever possible, state out a caution 
    hen you risk hitting the wall or grass.  I'll also point out some key
    areas where signs tend to play an important role in your attempt to take
    on the turn without drama.  This should result in cornering bad turns at
    higher speeds.  If you have found any truer moves using this car, then
    please let me know.  If you are able to get a higher safe speed when
    taking on a corner with this car, then I'm impressed. :)
    
    Phantom Players: I give you my all-out, get out of my sight, what am I
    doing here driving techniques.  A good feel of the steering wheel is
    what I will be intending to do so be prepared to do a little snozzy High-
    Low-High shifting.  The speeds should be more than enough to blow the
    competition to a crisp.  If your speeds are much higher than my figures,
    then that's great. :)
    
    Hornet Players: I'll use the tried and true techniques I used to deal
    with the murderous technical tracks that I've been testing out at
    Aladdin's Castle at Aurora and Dave and Buster's at Addison, IL USA.
    While this isn't the fastest way to get lap times, it's a steady way
    on how to bring a lot of tire burn to the road.
    
    Note: At times, I will also give out Cho Jee Ken's way of "not turning
    hard, full speed ahead style" which will really push your limits to the
    maximum.  Don't perform these techniques unless you have a good feel of
    the gas, wheel, and brakes, and gearbox.
    
    ------------------------------------------------------------------------
    SEGA INTERNATIONAL SPEEDWAY
    ------------------------------------------------------------------------
    Number of Laps for most machines:    8 Laps
    Entries:                             40
    Skill Level:                         Beginner
    Length:                              1 Mile
    Number of Turns:                     4
    Ideal Average Speed:                 200 mph
    Ideal Lap Time:                      Under 17"00
    Ideal Course Time:                   Under 2'17"00
    Type of Start:                       Rolling Start.  ALWAYS KEEP THE
                                         GEARBOX AT FOURTH GEAR WHEN THE RACE
                                         STARTS, AND DEFINITELY GIVE FULL GAS
                                         AS WELL!
    Mark's best lap:                     16"445 with Phantom 4MT Car
    Initials on this Record:             HAN
    Mark's Overall Course Time:          2'13"673 with Phantom 4MT Car
    Initials on this Record:             HAN
    ------------------------------------------------------------------------
    Index of Major Points:
    
    Turn 1: Bank of Garages
    Turns 2 and 3: Bleachers Bank
    Longest Straight: The Crowd's Road
    Turn 4: Sponsor's Hairpin
    ------------------------------------------------------------------------
    
    Comments
    --------
    Sega International Speedway should not be a problem.  The only thing you
    have to worry about is the Sponsor's Hairpin, which powersliding and/or a
    reduction of speed is necessary.  Use of the Phantom Car is recommended
    but the Scorpio is a good alternative as well.  The best way to pass a
    few cars is to air-sling as often as you can and possibly stay low on
    any turn, no matter what the situation is.  Since speed is the focus of
    this track, you minus well learn how to use the Manual.  The Chums Gum
    doesn't have the speed you need.  Due to the number of cars on this
    track, accidents do happen. =(
    
    Chums Gum: You are not at home with this track, so it's important that
    you don't commit such a blatant slide at the final turn if you want to
    stay competitive.  You must learn how to slingshot at the straight before
    the hairpin in order to catch up with the first place car.  It's really
    difficult to get first place because of its lack of speed.
    
    Scorpio: You should have some speed with you as well as a chance to
    powerslide with zest at the final hairpin (though not as fast as the
    Phantom Full Force).  However, keep in mind that whenever you powerslide
    through a turn, you will lose some speed (but not as much speed as if
    you were to hit the wall or kiss the grass).  However, some professional
    techniques in this track should be practiced with either the Chums Gum
    or the Scorpio first before you even use the Phantom Full Force at the
    highest extent.  Remember there is no 4-1-4 shifting allowed as I highly
    suggest that you maintain your control at all times.  Downshifting while
    feeding in gas will loosen up the axle, thus making the wheel feel
    unresponsive as well as jerk the car into a slide too quick, resulting
    in an instant spin-out.  In other words, I'll make sure that I'm as
    advanced here as much as I can.
    
    Phantom Full Force: I give you my eye-popping, reckless driving, chaotic
    handling, too distorting to believe strategies as I walk you through this
    track.  You can take the final hairpin in two ways as discussed in this
    section of the guide.  If you are able to take on a corner at a different
    strategy or if your safe speed for the final turn is much higher than
    mine's, then that's great. :)
    
    Hornet Classic: Race this track like you would with the original track.
    The only area you need to be irritated about is the two turns before the
    key straightaway of the race.  Unless you learn how to take the hairpin
    like you would with the original Daytona USA, then the first lap would
    be usually your best lap.
    
    Start of Race
    -------------
    You will get a rolling start.  With this the first lap should be your
    best lap.  Right after the race starts, it's time to start milking out
    cars (airslinging) for speed.
    
    Garage Bank
    -----------
    Beginner: Cut the apex, ease up on the steering wheel, full speed,
    don't bank the wheel too hard.  You can stay very low on this turn,
    although you also have to worry about the grass at the left side of
    the track.
    
    Advanced: Try to position the car between the white line on the track
    and the grass so that you can stay very low on this turn.  Doing this
    requires that you have a good feel of the slant of this turn.  Sadly
    and sarcastically, just when you think that staying low perfectly is
    your game, drones tend to be the problem.  Since drones love to stay
    low as much as you do, make sure that you use caution when doing this.
    
    To tell you the truth, I DID have problems with the Number 68 car here.
    To make things worse, later on the race, the Number 51 and 55 cars were
    becoming problematic as I fought for First Place!
    
    Bleachers Bank
    --------------
    Beginner: As you finish taking on the Key Bank, go to the right side
    so that you will be able to cut the apex of the Key Bank, which is two
    turns in one, possibly much more dangerous than the Roulette Curve in
    the original.  As these turns begin, nudge the wheel gently to the left
    so that you can cut the apex of the first part of these curves without
    touching the grass (I call touching the grass touching or propositioning
    of the ladies BTW) and right after outting and inning the first part
    of this turn, do the same thing with the second half of the Astro
    Waterfall Curves.  Only this time, nudge the wheel slightly faster than
    the first one, but don't instantly nudge the wheel left or you'll
    experience some reduced handling by the time you take on the Third
    Turn.  If you are afraid that you may hit the wall, then you're always
    welcome to release the pedal on the second half of these curves.
    
    Advanced:  This strategy requires tight timing but the results are well
    worth it.  You should try to cut the apex of the first half of the two
    turns.  By the time the first half concludes, try to drive parallel to
    the inside track edge before clipping the apex of the second half of the
    Astro Waterfall Curves.  If done correctly, then you should be thrown to
    the right side of the track, barely missing the wall.  You have to make
    sure that you reposition the car so that you don't hit the bizarre barrier
    narrowage at the right if you wish to maintain your speed and tires.
    
    Hornet Players: Don't take this turn by nudging the steering wheel too
    harsh or you may taste the wall.  Ease through the turn by clipping the
    apex, and make sure that you do not go any faster than 205/330 at all
    costs (BTW I'd like to tell you that when I use A/B, A is MPH and B is
    KMH).  You may need to use short taps of the pedal to avoid the wall
    after Turn 3.  All I'm asking you to do is to not nudge too harsh on
    the wheel.
    
    Crowd's Straight
    ----------------
    Try to line up the car directly in front of you to increase your speed.
    As you get near them, it will be necessary to get out of the way so
    that you don't front them up which results in a loss of speed.  This
    is a great area to learn how to airsling cars.
    
    Sponsor's Hairpin
    -----------------
    This is the worst turn in the Beginner Track.  Like the Mount Sonic
    Hairpin in the original, this is where Beginners tend to meet the
    horror of the Stock Cars, Concrete.  Going full speed ahead and turning
    left too hard will result in contact with the barrier which will cut
    your speed gradually and rapidly (though not as severe as the grass) and
    wear down and damage your tires.  Sadly, if you kissed the wall in every
    lap (and if you were in your eighth lap), then you will lose even more
    speed and experience some problems with acceleration.
    
    Chums Gum:  This tactic will require a good feel of the gas and pedal
    at all costs so listen up.  Find a good place to release the pedal to
    cut your speed.  Now start the turn from the outside and move to the
    inside and keep on tapping on the pedal for increased handling.  Like I
    said, you need a good feel of the pedal in order to make it through this
    turn.  Be careful of any traffic throughout this turn.  The target speed
    here is no less than 180 mph (290 kmh) but no faster than 190 mph (306
    kmh).  Don't slide or you will lose even more speed.  A good sign of
    a well-executed Sponsor's Hairpin is that you cross the Next Lap Line
    at speeds of 190/306 or more.
    
    Scorpio: You can take this turn either by using the Chums Gum method of
    sliding, or you can use the Phantom Full Force way of taking it out.  I
    suggest that you powerslide.  Downforce is to a much lesser degree than
    the Chums Gum Car, but it's rather forgiving to drive because it's
    wheelbase isn't as long as the Phantom Full Force.  Approach the corner
    at the outside.  Brake so that you can slide this turn from out-and-in,
    and counterbank as you return back from the turn.  Make sure that the
    gas is being fed up as you brake and turn, or you'll experience quite
    an understeer.  The ideal speed here is 185 mph.  It's hard to do this
    turn perfectly all the time since there are foes trying to cut you off
    here.  It's possible to apex-clip this turn parrallel without much sliding
    although higher speeds will require use of powerslides.
    
    Phantom Full Force:  This is one ludicrous strategy that I am going to
    give in this track.  Approach the turn from the right side, lift off the
    gas by just a fraction (Darren Everden say it should be 1/10th of the
    total travel of the pedal) while approaching straight, start turning in
    the hairpin and press fully down onto the gas while gently counterbanking
    your car when needed.  If done correctly, then you shouldn't have to
    powerslide too blatantly, nor having the need to use the brakes or the
    gearshift.  This strategy requires a feel of the gas and steering wheel
    to get the most of it.  Timing is everything with this one.  If you
    do not have a good feel of the potentiometers in the game, or if you
    turn the wheel too hard, then chances are you'll be hitting the barrier
    in no time.  Don't expect to do perfect on this one your first couple
    of times though as you need to learn from your mistakes to repent from
    it.  HOW TO PASS THIS TURN TAP BRAKES JUST RIGHT, SLIDE OUT-IN-AND-BACK
    STYLE: Find a good place to tap the brake so you can out-and-in, slow-in,
    fast-out, stay low with the turn while sliding.  Be careful of any cars
    that are lined up at the outside.  As you brake, move into the inside.
    I would say that you may want to go to the Inside as early as the start
    of the turn, though I don't recommend it.  Be sure that you counter-slide
    as soon as you can or you'll accidentially go into the pits.  You cannot
    be going any slower than 185 while sliding to stay competitive.
    
    Here is the NIC way of "not turning hard left, full speed ahead style":
    It's possible to slide and still remain in competitive condition without
    having to allow some time for error and without using the brakes at all.
    This tactic requires use of Phantom and MT to do this.  At the start of
    the turn, do a quick 4-3-4, and then start sliding.  Be sure to counter
    as you finish the turn.  I highly don't recommend this since this throws
    you away from the low side of the turn, and since I am fishy about taking
    this turn high-in, low-through, and fast-out.  If done correctly, then
    you should maintain speeds of 190 mph (306 kmh).  I like my way better
    (Tap the brake and slide out-and-in, stay low on turn, slow-in, fast-out
    style) because then I can get a better course time overall.
    
    Hornet Players: Stay at the right side of the track and pay attention to
    the right side wall.  If the wall decreases in height, that's the best
    time to downshift to First Gear.  Keep the gearbox to first, and slide.
    When you start sliding, upshift back to Fourth.  Use lots of gas tapping
    to reduce a chance of kissing the barrier.  A barrier kiss will cost
    you LOTS OF SPEED, something that you don't want to see anyway.  A good
    sign of a well-executed Sponsor's Hairpin is that you cross the next
    lap line at speeds of over 190/306.  Braking during a turn has a
    tendency of throwing you closer to the wall, so use gas taps to control
    the slide instead.
    
    You may need to stay away from the extreme right of the turn if you
    believe that the drones are becoming problematic.  All I only ask you to
    do on "Turn 3" is not to start from the inside of the turn, though.
    
    A good sign of a well-executed hairpin takethrough is when you cross
    the Time Extension with no contact with the wall at all.  Without any
    contact with the grass, walls, or barriers, you should be at under
    17"00 at all costs.  To get First Place, you should be under 2'17"00,
    but if you place AT LEAST third when you get to the Finish Line, then
    you will see the End Credits.  I suggest that your speed hits 200 mph
    by the time you hit the Next Lap Line, though.
    
    WARNING: A GOOD RACE AT THIS TRACK CAN BE RUINED BY A FEW REARENDS AT ANY
    DRONE THAT YOU ARE FACING IN THIS GAME.  BE SURE THAT YOU AVOID ALL DRONES
    AS MUCH AS YOU CAN.  THIS IS IMPORTANT TO KNOW BECAUSE IF YOU WANT TO
    FINISH THIS TRACK IN UNDER 2'17"00, THEN MAKE SURE THAT YOU ARE NOT TOUCHING
    THE CARS WHATSOEVER!
    
    ------------------------------------------------------------------------
    FANTASY AMUSEMENT PARK
    ------------------------------------------------------------------------
    Number of Laps for most machines:  4 Laps
    Entries:                           20
    Skill Level:                       Advanced
    Length:                            2.25 Miles
    Number of Turns:                   10
    Ideal First Lap Time:              Under 49"000
    Ideal Lap Time:                    Under 43"000
    Ideal Course Time:                 Under 2'57"000 Overall
    Type of Start:                     Standing Start.  See the Ticket
                                       Entrance Center portion of this guide
                                       for details.
    Mark's Best Lap:                   41"860 with the Phantom 4MT Car
    Initials on Record:                HAN
    Mark's Course Time:                2'51"316 with Phantom 4MT Car
    Initials on Record:                HAN
    Note:                              This is a demanding course because
                                       it requires you to take on the
                                       sickest turns at high speeds.
    ------------------------------------------------------------------------
    Index of Major Points:
    
    Starting Line and Straight: The Pirate's High Seas
    Turn 1: Welcome to the Adventure Drive at Fantasy Amusement Park
    Turn 2: Sewers into the Haunted House
    Turns 3 and 4: Haunted House to Outerspace Fantasy
    Turn 5: Outerspace Galaxy=The Alien Spider
    Turn 6: Entering the Red Earth Galaxy
    Turns 7-9: Red Earth=Wrecked Train Hairpin
    Turn 10: Rainbow to Roller Coaster Corridor
    Turn 11: Game Center Curve
    
    ------------------------------------------------------------------------
    Desired Check Point Times:
    
    Checkpoint 1: Under 9"00 (Under 14"00 for the First Lap)
    Checkpoint 2: Under 22"00 (Under 27"00 for the First Lap)
    Next Lap: Under 43"00 (Under 48"00 for the First Lap)
    
    I find it REALLY HARD to keep your lap times under these figures because
    the track is narrow, there's lots of barriers in this track, and there
    is not enough room for error as I should speak.  However, the Alien
    Spider Intersection has been toned down a bit to allow room for error,
    and most importantly, the cars are more forgiving to drive at higher
    speeds.
    
    ------------------------------------------------------------------------
    
    Comments
    --------
    This track is a lot harder than Astro Waterfall Speedway mainly because
    it has a variety of sharp turns, a major hairpin, and a very long medium
    left (this turn is similar to the Final Hairpin on the Advanced Track
    "Dinosaur Canyon" in the original) and beginners do need some assistance
    in order to finish this race without taking too much damage inflicted by
    the walls and the grass.  Entering this track, I ASSUME that you know
    the basics of powersliding, airslinging, cornering, and apex-clipping.
    Learn them all at Astro Waterfall Speedway.  Try to learn the track with
    Automatic first.  As your skill rises, you are free to use the Manual
    Transmission.  Remember my Speed Range Theory earlier on the document.
    
    Chums Gum: I will try to strike a good balance of speed and handling
    as much as I can without all the blatant sliding that you don't want.
    As much as I try, I make sure that the Easy Car is in complete control
    when it comes to cornering tough turns at high speeds.  Not as fast as
    the advanced that I will be giving, but it's a steady way to build up
    your skills at the Outerspace Sharp, Volcano Tear Curve, and the Ticket
    Center Hairpin.  Since the car isn't as lively as with the Scorpio or
    the Phantom Full Force Cars, I strongly suggest that you use MT.  Don't
    be fooled by the term "Easy Level Car" as it's really hard to throw the
    Chums Gum Car into a powerslide without having to brake while feeding
    in blatant gas and banking the wheel as quick as you can, which is not
    a recommended way to corner.
    
    Scorpio Players: There is plenty of Advanced Tactics here, so be prepared
    to persever.  You should have more speed than Chums Gum at straightaways,
    but shouldn't spin out as often as the Phantom Full Force.  I am using the
    Automatic but if you want to use the Manual, please remember that any
    4-1-4 shifting is discouraged.  I give you my all-out, reckless racing,
    eye-popping, I can't believe my name is Michael Schumacher routines
    in nearly all of the turns, though the worst turn in this track has to
    be the Outerspace Sharp, which takes a lot of practice to tame.  The
    speeds listed here should be just more than enough for you to burn the
    competition to a crisp.  If for any reason your safe speed is much
    higher than what I have listed here (or if you are able to accomplish
    this using Phantom Full Force), then I'm pleased. =)  To make sure that
    you are not touching the grass (ladies in my case) or the barriers,
    I'll let you know when to brake with the foot off the gas and when to
    brake with the foot in the pedal.  Although you may risk burning or
    melting up the tires powersliding, just ignore what the coach says via
    the microphone.  All I'm asking for you is to have a good feel of the
    gas pedal and wheel while doing these techniques.
    
    Phantom Full Force Players: It's important that you start easing up even
    earlier in bad turns to allow some room for error.  Your main concern
    has to be the Outerspace Sharp.  I'll try to pin-point how to corner the
    Outerspace Sharp without any full-speed, turn hard left style.  Also,
    I'll tell you how to take on the Volcano Tear Curve and the Ticket Center
    Hairpin without any lawn or barrier contact.  As with the Scorpio, all
    tactics will be advanced.  However, the speed and handling differences
    between the Scorpio and the Phantom Full Force is adequately enough for
    me to post separate strategies.  Please keep in mind that slowing down
    may also involve some downshifting so be prepared to switch gears.
    
    Hornet Classic: Don't use the brake unless it's necessary.  Since the
    Hornet is slow around turns, you will need to give some time in order
    to avoid any touching of the barriers.  I'll go in-depth with the turns
    over here.
    
    Pirate's High Seas
    ------------------
    It's time to play with the big boys.  No more rolling start.  To get
    the best out of this, hold the needle to 7000 RPMs.  Grip the Brakes
    HARD as you do this.  When the Announcer says, "GO", release the brake
    and floor it.  This requires that you have a good feel of the gas and
    timing must be tight in order to start without much wheelspin.  Be
    sure that you dodge all cars at all costs!  This works with any car,
    especially the Hornet, but with the Phantom, acceleration is lively.
    
    Pirate's Boat
    -------------
    This is a good area to airsling your opposition, but the hills can be
    a great hinderance since you increase your speed when going downhill
    and lose speed when going uphill.
    
    Welcome to the Adventure Race at Fantasy Amusement Park
    -------------------------------------------------------
    You can take this turn at full speed.  Use this turn to prepare to
    stay very low on the Horror House turn.
    
    Sewers to Haunted House
    -----------------------
    This turn can be taken at full speed.  Try to stay very low on the turn
    (this requires good timing) as much as you can.  However, your main
    concern when staying very low on this turn is the drones, who love to
    stay low on this one as much as you would.  I would say that you shouldn't
    be dropping below 200 mph with the Phantom Full Force Car, and no less than
    199 mph with the Scorpio Car.  With the Chums Gum Car, it's tough to tell
    you, though.  This is where I had a problem with the Number 16 Petreloil
    Car at.
    
    To tell you the truth here, I have a MASSIVE PROBLEM with the Number
    16 Petreloil Car as I tried to stay as low as I can.  You may want to
    move into another line and when you can get back in the low side without
    being cut-off, move back to where you were at.  Number 16 is a BIG PEST,
    so steer clear of this cheeser at all times.
    
    Haunted House to Outerspace Galaxy
    ----------------------------------
    This turn can also be taken at full speed.  Try to keep a straight line
    for as much as you can (apex-clipping is acceptable as long as you don't
    track-out) to maintain your speed.
    
    Outerspace Shooting Gallery
    ---------------------------
    Use this straight just before the Outerspace Sharp to airsling as many
    cars as you can.  Be aware that the Outerspace Sharp is coming up so
    don't let this straight fool you.
    
    Outerspace=The Alien Skeleton Spider
    ------------------------------------
    This is a bizarre turn that requires you to clip the apex just right
    using out-and-in style and having a good feel of the car in order to
    get away from this one without too much damage.  There are turn signs
    at the right side of the track signaling that this sharp left is coming
    up.  Beginners will need heavy assistance here in order to get away
    from this curve with no wall contact the first time around.
    
    Chums Gum Car: This may be the worst turn in the game but it's possible
    to maintain speeds of in between 170/273-180/290 (a/b: A being MPH, B
    being KMH BTW).  Approach this turn from the outside.  At the Third
    Warning Sign, release the gas and brake *just right*.  Now as you take
    on this turn, use short rapid taps of the pedal.  If done right, you
    should be able to make it through the Second Time Extension without
    hitting the barriers.
    
    Scorpio Car: A little after you hit the Final Warning Sign, brake and
    release the gas at the same time.  You may end up sliding, but don't
    worry as the track has been toned down to give you a chance.  Use short
    taps of the pedal to take this turn from the outside and into the inside.
    If done correctly, you should get away without much damage.  This requires
    that you have a good feel of the gas and the pedal at all times, so
    be prepared to persevere.
    
    Note: You can do a 4-1-4 style apex clip in this turn but make sure you
    have a good feel of the gas pedal.  Rapid-tap through the turn and steer
    clear of the barriers on both sides.
    
    Phantom Full Force: Try to downshift to First Gear and brake *a little
    bit* so that you reduce chances of hitting the wall.  Be careful that you
    are NOT turning too early or you may get into a spectacular crash.  I can't
    stress how important it is to do a controlled braking paired with a cautious
    4-1-4, but this is just one turn that will slow you down greatly.  While
    taking on the sharp, use only one short tap of the pedal to buffer the
    slide a bit, making sure that you are not going over 185/315 at any point
    of this turn.  Sliding this turn 180/290 is a safe bet.
    
    Note: If you are careful, then you can treat the Alien Spider Skeleton
    Intersection and the entrance into the Red Earth Fantasy as one turn!
    
    Hornet Classic: See the warning signs at the right side of the track?
    Shift down to First Gear and begin to cut the apex as soon as you are
    able to turn without hitting the left wall or doing it early.  When your
    speed drops to 175 mph/282 km/h, shift to Third.  Now when the car is
    smoothened up, shift back to Fourth.  Gently make your way inside the
    Red Earth.
    
    Entering the Red Earth Galaxy
    -----------------------------
    Take the next turn at full speed, staying low as much as you can.  Don't
    let the slight bend fool you as the Wrecked Train Hairpin is coming up and
    it happens almost instantly that you can't believe it in your eyes.  OK
    so there are turn signs to alert you that the Wrecked Train Hairpin is
    coming up.  Read on.  And don't take on this one turn hard right, full
    speed ahead style as you may kiss the barrier at the right as this turn
    terminates.  If you are a Phantom player, if you were not sliding during
    this turn, then I would do so now to reduce the chances of kissing the
    barrier.
    
    Red Earth=Wrecked Train Hairpin
    -------------------------------
    This hairpin is murderous.  A nice way to ruin your day is to take on
    this hairpin full speed ahead, turn hard right style.  Don't do it.  I
    have came up with these strategies to help you out.
    
    Chums Gum Car: Stay at the left side of the turn just before the Wrecked
    Train Turn begins.  Drag your foot off the gas and brake to 135 mph just
    before the turn starts.  Cut the apex smoothly while trying not to over-
    feed the gas.  If you want to slide here, then YOU MUST feed in the gas
    to the absolute maximum while braking to 135 and then bank hard as the
    turn starts, but you need to be a good counterbanker to make the most out
    of sliding.  Outing and inning with no gas braking at 135 mph is probably
    a safe bet (although it isn't as fast as you thought I should be).
    
    Scorpio Car: Stay at the left side of the turn just before the Wrecked
    Train Turn begins.  The timing to take on this hairpin is rather tricky
    because there are bends before the turn begins that deter your nice
    timing on this one.  Release the gas, brake, and almost immediately feed
    in the gas so that you can spin out the rear wheels just right so that
    you can slide this turn.  The ideal speed range is between 145 mph to
    150 mph.  Cut the apex while sliding, making sure that you counterbank
    the turn.  I would say that the best time to prepare for the turn would
    be to brake just before the left kink that guards the hairpin.  Be sure
    that you downshift to Third Gear as you slow down, and feed enough gas
    so that you are kicking the slide in or the slide won't work.
    
    Phantom Full Force: This may seem to be the worst foe in the game, but
    it's possible to get away with murder here in this turn.  There are two
    ways to do this.  Let me tell you my usual way first:
    
    Enter the turn from the left side of the curve.  From the final caution
    sign before the Wrecked Train begins, cut your speed to under 170mph/273
    kmh and brake nearly at the same time.  Try to keep your foot on the gas
    and slide this turn.  Stay at Third Gear and try to shift back to fourth
    gear when it's safe to counter and use up the Phantom's Torque without
    drama. This requires that you have a good feel of the steering wheel and
    the gearbox if you want to avoid the grass and the barriers on both sides
    of the track.  My estimates here are in between 155 mph-165 mph (250 kmh-
    267 kmh) with some sliding, though it's hard to say because all I'm asking
    for you to do is to counter before you enter the Rainbow Corridor and that
    you have a good feel of the wheel and the gearbox.  Try not to drop below
    160 mph/257 kmh as you are taking on this turn.  Alternatively, you can
    release the pedal and downshift to Second, then back to Third almost
    immediately after you start sliding as you pass the final Caution Sign,
    although doing this requires that you have a better feel of the wheel and
    the gearbox before the Rainbow Tunnel.  You MUST have the car back in
    straight running condition in order to maintain your speed and avoid a
    possible barrier hit at the right side of the track.
    
    Hornet Classic: You will need to start the turn from the left and do
    some serious controlling of the car to get away with murder here.  Do
    all of your slowing down as you pass the final caution sign.  Brake and
    downshift to First Gear and as soon as you start sliding, shift back to
    Third Gear.  You can't be going any faster than 145 mph/234 km/h if you
    want to make sure that you are not touching the barriers or grass.  It's
    hard to avoid the natural elements since the Hornet is pretty slow to
    control during this turn.
    
    Rainbow Corridor to the Roller Coaster Rides
    --------------------------------------------
    The easy left can be taken without any loss in speed, and this area is
    as close to a straightaway, so you should utilize your airslinging
    technique to the fullest just before the Game Center Curve starts.
    
    Gameworks Express
    -----------------
    This is similar to the final hairpin at Dinosaur Canyon in the original.
    It's seemingly sharp and tricky to negoitiate but there seems to be a
    pointer that enables you to take on this curve using fourth gear and
    without having to sacrifice too much speed.
    
    Chums Gum Car:  Now I'm going to get extremely hard here because this
    tactic involves taking this turn at speeds between 165 mph to 170 mph
    without any sliding at all.  Brake while the foot is off the gas from the
    outside of the track.  Now as the turn begins, finish braking, clip the
    apex, and gently turn the wheel to the left.  You will have to do a lot
    of rapid-gas tapping in order to avoid kissing the grass and barrier near
    the end of the hairpin.  It's kind of hard doing this, so stay on your
    toes.  Be careful of the drones who just love to cut the apex with some
    sliding because they can drag you to the grass in the middle of the turn
    so try to be careful while taking this turn with controlled gas feed.
    After the turn ends, you should be accelerating.  If your speed exceeds
    170 mph for any reason, then release the gas and when the speed goes
    under 165 mph, floor it.  This is really hard to do because it's more of
    an advanced tactic from this point on.
    
    Scorpio Car: Try to do the same thing as with the Chums Gum Car, but
    make sure that you recover sliding as early as you can to kick in some
    much-needed speed.  Use short taps of the pedal to reduce the chances
    of going off the track or hitting the wall hard.  If done right, then
    you shouldn't be able to hit the wall near the pit or somewhere inside
    Gameworks for any reason.  You need to be going no faster than 170/273
    to avoid going off the track at all costs.
    
    Phantom Full Force: You will be reaching speeds of AT LEAST 200 mph by
    the time you reach this lamer.  You should be lined up at the right side
    of the track just before the turn starts.  Use the turn signs to your
    own advantage.  Line up at the right side of the track.  Begin to slow
    down by the time you "hit" the Third Warning Sign.  You should slide
    at speeds of in between 160-165 mph (257-265 kmh).  Don't drop below this
    speed range either.  Higher speeds are possible, although my experimentation
    is rather limited here, and the corner's sharper than the Fossil Tear
    Curve at the end of Dinosaur Canyon of the Original.  You may need to do
    a quick 4-1-4 to buffer the slide a little bit.  Downshifting is OK as
    long as you are not poised to spin out in the middle of the turn.  Take
    good advantage of the Potentiometers or try rapid-tapping throughout the
    turn.  If you are using the KMH speed measurement, it's important that
    YOU DO NOT DROP BELOW 265 KMH to maintain your flare.  By the time your
    starting the next lap, you should be in fourth gear, running at speed of
    AT LEAST 190 mph (to keep up with the competition), and you should have the
    car completely straightened up.  Sloppy timing during the sliding of this
    hairpin will result in a HARSH BARRIER CONTACT JUST BEFORE THE NEXT LAP
    LINE.  No good.  EXPERTS ONLY: Approach this turn from the outside.  As
    you see the final turn sign, brake at a straight line *just right* as you
    downshift to second.  Now slide into the inside of the turn and shift
    back to third then fourth.  You shouldn't be dropping below 155 mph for
    any reason, and make sure that you are counterbanking gradually as this
    turn progresses.  Being able to avoid the barrier near the next lap line
    requires a good feel of the gas and the wheel.  You need to average around
    160 mph on this turn in order to keep up with the competition.  Try not
    to get into a choppy slide here as you definitely need to get the car back
    straight in a hurry.  From the termination of the glaciers at the right,
    you can turn left and eat a mouthful of grass and return back to the track,
    but I consider this risky.  Controlled sliding is the safest bet.
    
    Hornet Classic: From the final caution sign, downshift to First Gear
    and start clipping the apex.  As soon as your speed drops to 178 mph
    (287 kmh), shift to Third and keep on flooring it.  When you finish taking
    on the turn and when your car is back straight, go back to Fourth.
    
    In order to rank in the top three, you need to average around 170 mph
    at the Red Alien Skeleton Spider, preferrably at 160 mph on the Wrecked
    Train, and possibly 165 mph (with sliding with the Scorpio and the Phantom
    Full Force cars) at the Game Center.  Your speed should be hitting AT LEAST
    190 mph/306 kmh as you are crossing the Next Lap Line.  You will see the
    victory lap if you happen to place on the Top Three.  To sit on first
    place, don't sit any later than 49"00 on the first lap and any later than
    43"00 on the subsequent laps.  You should be under 2'57"000 overall when
    you cross the finish line.  This course is fierce, so it takes a lot of
    time to get used to in order to hit the targeted times.
    
    ------------------------------------------------------------------------
    VIRTUA CITY
    ------------------------------------------------------------------------
    Number of Laps for most machines:     2 Laps
    Entries:                              30
    Skill Level:                          Expert
    Length:                               5.75 Miles
    Number of Turns:                      30 as I should speak of this
                                          update...
    Ideal First Lap Time:                 Under 1'56"000
    Ideal Lap Time:                       Under 1'51"000
    Ideal Course Time:                    Under 3'46"000
    Type of Start:                        Standing Start.  See the Basics
                                          section or the Downtown Virtua City
                                          Bus Stop for details on how to get
                                          a good start.
    Mark's Best Lap Time:                 1'49"298 with JC Eagle 4MT Car =(
    Initials on Record:                   HAN
    Mark's Course Time:                   3'43"439 with JC Eagle 4MT Car =(
    Initials on Record:                   HAN
    ------------------------------------------------------------------------
    Index of Major Points in the track
    
    Starting Point:  Downtown Virtua City
    Turns 1-3:  Beautiful Skyscrappers
    Turns 4 and 5:  Hardy Street
    Turns 6 and 7:  Back into the Skyscrappers, Cross Toshihiro's River
    Turn 8:  Virtua Recreational Park
    Turn 9:  Yu Suzuki Hairpin
    Turn 10:  Business District Bend
    Turns 11-14:  Research and Development Seaport
    Turn 15:  Tunnel Entrance
    Turn 16:  Tunnel Dip
    Turn 17:  Enter Interstate 90
    Turn 18:  Interstate 90 Bend
    Turn 19:  Interstate 90 Bank
    Turn 20:  Start of Exit Ramp
    Turn 21:  360
    Turn 22:  Welcome to ComEd of Virtua City
    Turns 23-25:  Commonwealth Edison Sharp Divide
    Turn 26:  Back to Interstate 90
    Turn 27:  Downtown City Limits Line
    Turn 28:  Subway Transit Hairpin
    Turns 29 and 30:  Return to Downtown Virtua City
    
    ------------------------------------------------------------------------
    Desired Check Point Times
    
    Checkpoint 1: Under 16"00 (Under 22"00 for the First Lap)
    Checkpoint 2: Under 43"00 (Under 49"00 for the First Lap)
    Checkpoint 3: Under 1'03"00 (Under 1'09"00 for the First Lap)
    Checkpoint 4: Under 1'24"00 (Under 1'30"00 for the First Lap)
    Checkpoint 5: Under 1'52"00 (Under 1'58"00 for the First Lap)
    
    The checkpoint times are what you need to do if you want to achieve an
    under 3'50"00 course time, which is hard to do.  If you can make it
    through the CPs any faster than the aforesaid, then I'm impressed. =)
    
    ------------------------------------------------------------------------
    
    Comments
    --------
    Don't ask me about this course.  This is totally hard.  Set in a proud
    and respective place that looks like Chicago in some sorts, Virtua City
    is a master's course with lots of turns, blind areas, weird corners, and
    a variety of complicated areas to negotiate.  You travel around the
    downtown district of the city into the seaport of Virtua City, inside
    the tunnel, into the Uptown region of Virtua City, and back downtown.
    Don't expect to complete this course your first couple of times, though.
    This track tests your ability to be a competent driver rather than on
    speed (as with Seaside Street Galaxy in the original and as with Classic
    Castle in Scud Race).  It will take all your might and control of the
    car in order to finish this track.  There are lots and lots of hard
    turns in this track and you may be running out of time in nearly every
    section, but later on it's your skill that is consuming all of your
    time.  Having played this track lots of times already (It took me four
    years to master the original!!!!  I got a 3'24"81 on the Seaside Street
    Galaxy Course with the Manual), maybe it's time to put my mouth where
    it belongs.
    
    Chums Gum Car: This is the car to use if you want to know how to tame
    the track.  I'll try to be as conservative as far as driving through
    horrible turns as much as I can.  You may not be able to finish the track
    your first couple of times though because there are some corners that
    compel you to take them at higher speeds without hitting the barrier or
    the grass.  I'll let you know when to slide or not, and when is the best
    time to cut your speed.  As with Jarno Kokko's and Eugene Moon's Daytona
    1 FAQ, learn how to use the Manual Transmission.  Though it may not be
    a good choice for this car, the rewards are still significant.  Better
    handling and control of the car on the long run are evident once you get
    the feel of the Manual.
    
    Scorpio Car: The next step after graduating from the Chums Gum Car Class
    in terms of cornering.  With some speed, you should be able to get some
    fast lap times.  However, in this course, the most essential weapon is
    lots of caution when sliding because there are some narrow passages and
    obscene corners abroad.  I would stick with Manual Transmission because
    although you need to put just a tiny bit of effort into learning, you'll
    experience quicker acceleration and faster lap times.  So in conclusion,
    there will be times when I will base the tactics using Manual Transmission.
    
    Phantom Full Force: The reason why I didn't bother to give out strategies
    based upon this car is because the car itself is hard to control.  At
    first, I just thought that a car with crisp acceleration and forgiving
    cornering was the key to beat this course.  Later on, I found out that
    mastering the Phantom Full Force's high-capacity Manual Transmission was
    the key to mastering this course.  There's a tiny bit of room for error
    so I'll try to be as cautious as I can.  BTW I'd like to tell you that
    the strategies based upon this car assumes that you're using Manual
    Transmission. :)
    
    Hornet Classic: This is a tough track because of the twisting and sliding
    required throughout the track.  I'll try to balance in between speed and
    handling.  While you won't get the hottest lap times as opposed to the
    new cars, it's a steady way to get first place in the track.
    
    Starting from Downtown Virtua City
    ----------------------------------
    You will start this race the same way you started the Fantasy Amusement
    Park Race.  Start the race like you would with Fantasy Amusement Park.
    Be sure that you avoid fronting the cars if you happen to jump-start.
    
    Beautiful Skyscrappers
    ----------------------
    To maintain your speed, make sure that you are at the right side of the
    track when the turn begins.  Staying at the inside will result in either
    loss of speed, blatant slowdown, or even worse, a spectacular crash.  The
    ess part of this curve (just before the Downtown Bent) can be taken at
    full speed provided that you are not posed to hit the barriers.  Smoothly
    move from the right to the left.
    
    Michael "Rage" Hardy Street
    ---------------------------
    This seems to be the worst part in the track because this turn requires
    that you stay at the inside as much as you can while trying to make sure
    that you are heading back into the corridor smoothly.  I found this turn
    to be hard on Beginners because a single mistake could flash "Accident."
    To disdain drama, here are some tactics that you need to know:
    
    Chums Gum Car: Stay at the outside of the turn and work your way to the
    inside as the first corridor terminates.  Brake a little bit and start
    using rapid taps of the gas pedal.  Keep on tapping the pedal to control
    the travel in order to get inside the second corridor of the Skyscrappers.
    If done correctly, then you don't have to worry about any sliding or
    even goofing up.  Don't go any slower than 190/306, though.
    
    Scorpio Players: Since there are no turn signs on this one, your best
    bet is to brake a little bit while releasing the pedal at the same time.
    Now keep on tapping the pedal to buffer the slide and try to recover
    sliding in a hurry.  If done right, then you shouldn't be losing too
    much speed.  You need to make sure that your tapping of the pedal won't
    throw you into the harsh dead-end since your risking it.
    
    Phantom Full Force Players: You will be reaching speeds of almost 210 mph
    so it's important that you approach this turn at the left side of the
    corridor.  Brake at a straight line and make sure that you are taking
    this turn at no faster than 195 mph.  Hug the inside as much as you can
    but don't overdo it or that overdo may be your last.  Be sure that you
    focus on getting the car straightened up by the time you reach the TN
    area before the first Time Extension.  A good feel of the gas is a must
    in order to sit for a soft transition from the first to the second
    corridor.
    
    Hornet Classic: This car requires the careful use of 4-1-4 cornering.
    When you start the turn, shift to First Gear in a straight line and
    start sliding.  When your speed drops to 180 mph/290 km/h, upshift to
    Third and keep on Third Gear until you pass the First Time Extension!
    Too poor of a timing will result in loss time and having you wandering
    around the street, so timing is necessary to safely enter the second
    corridor.  Poor timing is likely on the first lap, so keep that in
    mind.
    
    Back into the Skyscrappers, Cross Nagoshi's River
    -------------------------------------------------
    Don't let the easy right fool you because that's when it all of a
    sudden becomes a sharp left.  The Nagoshi curve is somewhat similar to
    the Outerspace Sharp at the Fantasy Amusement Park, but it's a lot
    deadlier, and you need to slide as early as you can (a little bit
    before the turn begins) in order to avoid any possible barrier or
    grass contact.
    
    Chums Gum Car: Just a little bit before the turn starts, you want to
    release the pedal.  Now use good taps of the pedal in order to make
    around this turn using apex-cutting style.  If your feel of the gas is
    right, then you should be able to make it through the first time
    extension without going off the track.  The target speed of the turn is
    170/273.
    
    Scorpio Car: Position the car just outside before the Toshihiro Nagoshi
    Sharp Curve begins.  You will want to do the same thing as with the JC
    Eagle Car, but you may need a closer feel of the gas and pedal to avoid
    the grass at the second time extension.  Just make sure that you don't
    turn too hard and you will be fine.  Cut the apex too blatantly and you
    will goof up.  Not good.  Sliding is OK, but having a good feel of the
    gas to take on this turn (preferrably through rapid gas taps) is the
    best bet.
    
    Phantom Full Force: There will be a 50/50 chance that you may need to
    downshift while you brake to under 170 mph on this turn.  Make sure that
    you take this turn from the out and in, and try to hug the apex as much
    as you can.  Be sure that you don't overdo it or you may crash HARD.
    Have the car straightened up as you cross the first Time Extension.  Try
    to slow down ahead of time and start the turn as early as you can (but
    not too early) so you don't have to deal with blatant grassmowing or
    any barrier intercourse (tm).  Remember, the easier you are on this
    turn, the better.  You may need to do a 4-1-4 with a little bit of
    braking to reduce chances of contact with nature.
    
    Hornet Classic: Have the gearbox at Third Gear?  Now clip the apex of
    this turn and use a good feel of the gas pedal to undertake this turn.
    The ideal speed of this turn is no greater than 165 mph/265 kmh with
    NO sliding.  Steady on the steering wheel and don't brake while you
    turn as this has a tendency to draw you closer to nature.
    
    Virtua Recreational Park
    ------------------------
    You can take this turn at full speed.  Try to start the turn from the
    outside and move gently into the inside.  Just before the Yu Suzuki
    School Curve begins, you should be at the right side of the track for
    apex-clipping purposes.
    
    Yu Suzuki Hairpin
    -----------------
    To increase your chances of passing this turn without any lawn contact,
    try to cut the apex while either sliding or giving the car reduced gas
    feed for control (depending on wheelbase and downforce).  To avoid any
    blatant excuses, here is the lowdown:
    
    Chums Gum: You should be lined up at the outside of the turn when the
    turn begins.  Brake to under 170 mph, and no lower than 160 mph while
    you are not feeding in any gas.  Clip the apex and keep on turning while
    doing some rapid-tapping, making sure to avoid the grass at the left.
    If done right, then you shouldn't have to worry about any powersliding,
    though the competition is rather fierce in this track.  Try to have a
    good feel of the gas while in this turn because knowing how much gas you
    can feed before you screw up is essential.
    
    Scorpio: Here, you want to do the same thing as with the JC Eagle Car
    except that you will need to cut the gas feed a little bit earlier in
    order to do away with the grass at both sides.  Make sure to ease up on
    the steering wheel while adjusting the feed of the gas.  Since the
    Scorpio's skidpad has been improved from the original, all you need here
    is a good feel of the gas and go no faster than 175/282 right here.
    
    Phantom Full Force: Approach this turn from the right side of the track.
    Tap the brake and downshift to 2nd Gear at a straight line and start the
    turn.  You should slide.  Now shift back to 3rd and finally to 4th gear.
    It may be necessary to keep the gearbox to Third until the turn ends for
    the interest of avoiding the grass at the right.  If you want to slide
    this turn with 4th gear, then you will need to have a good feel of the
    gas.  The right amount of gas feed in this turn should keep you inside
    of this turn for as much as you want.  Be sure to have the car running
    straight and smooth by the time this turn terminates.
    
    Hornet Classic: Allow some time to do a downshift to First Gear on a
    straight line.  Start clipping the apex and when your speed drops below
    168 mph (270 kmh), upshift back to Third.  Rapid-tap the pedal in order
    to reduce chances of Nature Contact.  When you finish the turn, shift
    back to Fourth.
    
    Business District Bend
    ----------------------
    This easy right can be taken at full speed but be careful of the dip
    because every time your car dips, you tend to lose control if your
    car is not on a straight line.  Up until you reach the Research and
    Development Port you should be doing a lot of airslinging to catch up
    with higher-ranking cars.
    
    Research and Development Bend
    -----------------------------
    Yep another sharp right which has the cheating bastard triangle that
    enables you to blatantly cut the apex from the outside.  Brake without
    any gas pedaling from the outside, and when the turn begins, cut the
    apex of the first right.  You may be at the inside of the second right
    turn.  If you feel adventurous, then you can treat the first two sharp
    rights as one hairpin turn but I wouldn't do so because the next sharp
    left holds an opportunity to cheat on the track.  Now this strategy
    will apply to all cars and all skill levels: Stay at the outside of
    the track for as much as you can, and just a little before the turn
    starts (you should get some cue from the turn signs), release the gas
    and almost immediately brake to under 140 mph.  Now cut the apex and
    don't feed in too much gas.  Don't ever do any full throttle cornering
    here as you may be hitting the barriers.  Try to stay centered in this
    turn for as much as you can so you can prepare to take on the cheating
    bastard sharp left which follows after the R&D Sharp Right.  Be sure to
    downshift to 3rd as you are braking if you are using MT.
    
    Phantom MTers Only: From the Third Right Sign, you'll want to release
    the gas, cut your speed to First Gear, and as soon as you start the
    turn, immediately shift back to Third, and then turn.  You can slide
    at the final part of the turn, but overdoing it will result in a harsh
    crash with the barrier, so don't overdo it.  Be sure to recover sliding
    as you are entering Sega Super Steel.
    
    Hornet Players: Shift to First Gear in between the second and final
    warning signs and do some controlled braking.  Start sliding as soon
    and as soon as your speed drops below 155 mph (250 kmh), upshift back
    to Third.  From the medium left, forget the brakes.  Do a quick 1-3
    and start sliding.  Keep the foot off the gas until you finish up the
    turn and if you are sure that the tires will stop squealing.  You
    should be at Fourth Gear and running by the time you cross the Second
    Time Extension.
    
    This reminds me of the Twin Ess Curves from Super GT/Scud Race.  With
    the exception of possible controlled sliding at speeds up to 145 mph
    (234 kmh), the corner's rather obscene, and you need to be careful if
    you're planning to go into a slide.
    
    Sega Super Steel
    ----------------
    You should be centered by the time this left starts.  Start the turn
    as early as you can.  You may end up sliding, but that shouldn't stop
    you from picking up some much needed positions from this point on.
    This tactic applies to all cars.  Just watch out for how much gas you
    are feeding in because feeding in too much gas will cause you to hit
    the barrier at the right.  Cut the apex too blatantly and you'll end
    up hitting the barrier at the left.  Get the car straight and smooth
    just before this turn ends.  You should still be at 3rd gear, though.
    
    Phantom MTers Only: Start the turn as early as you can (but too early
    will result only in a harsh hit that will cut your speed terribly) by
    punching into second and braking a bit.  If you are sliding, try to
    tap the pedal while countersteering.  Be sure that you cut the apex
    of the final stretch of the turn by using the "High-Low-High" drifting
    technique.  You should have the car straightened up, back to fourth
    gear, and running at least 160 mph at the Second Time Extension.
    
    Hornet Players refer to the aforementioned strategy regarding about
    the Research and Development Seaport.
    
    I find it more economical to upshift to Fourth Gear the earlier the
    better.  Do it ONLY if you think you can get out of the Warehouse
    without any harsh wall contact, and if you can get the car straightened
    up by the time you enter the Tunnel.
    
    Note: As an alternative to sliding with the JC Eagle and Scorpio Cars,
    you can use rapid taps of the pedal to keep the car running parrallel,
    but you will need good timing in order to avoid the walls at all costs.
    
    Tunnel Entrance
    ---------------
    Right after the Cheating Bastard Left and right as you pass the Second
    Time Extension, you should be taking these two curves without losing
    speed.  Be sure that you are not accelerating at full strength until
    after the cheating bastard turn.
    
    Tunnel Dip
    ----------
    Despite the dip right after the time extension, this turn can be taken
    at full speed.  Be careful if you happen to powerslide from the result
    of the dip, though.  You should have the car straightened up by the time
    Jacky Bryant's Tunnel Exit is about to start.
    
    Enter Interstate 90
    -------------------
    Now we have an easy left suddenly becoming a hard left.  Try to stay
    centered for as much as you can.  This one is a lot tricky than the
    Spaceport Curve at Seaside Street Galaxy in the original.
    
    Vestiroth:  Taking the Spaceport Curve, right after I pass the Second
    Turn Left sign, I would just cut my speed to 178 mph, remove my foot
    from the gas, and refrain from accelerating until after I get the car
    completely straightened and forseeing that I didn't touch the grass at
    all.  This one is a lot trickier to do because while the original allowed
    powerslides without loss of speed, this one virtually doesn't making
    gameplay much more fierce in turns like these.
    
    Enough rambling about the general, let's just get onto the tactics.
    
    Chums Gum Car: It's really hard to come to a powerslide here since the
    downforce is pretty stiff and the wheelbase is pretty small, both are
    grounds for reduced chances of powersliding.  There is a way to REALLY
    pick up the pace here.  Stay at the left side of the track (I'm assuming
    that you are using the Manual Transmission).  Now as you approach the
    final warning sign (located at the top of the tunnel), use rapid taps
    of the pedal to take on this turn.  Your chances of hitting the barrier
    depends on how much gas you're feeding in this car, so keep that in
    mind.  If the timing's right, then you shouldn't worry about the wall
    at the right.
    
    Scorpio Car: In between the second and third left signs on top of the
    tunnel, you'll want to keep your foot on the gas because you need to
    slide this lamer at full speed.  Do a quick 4-1-4 at the final caution
    sign and take this turn from the inside and immediately counterbank as
    soon as you can.  You can use rapid-tapping to take on this turn, but
    you will need a better feel of the gas if you want to make it so.  Doing
    a quick 4-1-4 at the left from the final caution sign is pretty good.
    Be sure to have the car nice and smooth as you exit through the tunnel.
    This could be the only time you may need to powerslide here.
    
    Phantom Full Force Car:  Believe it or not, THIS TURN CAN BE SLIDDEN
    WITHOUT PENALTY!!!!!  It may look pretty bad (because there are barriers
    on both sides of the track) but there is a way to corner this turn
    without the penalty.  At the left side of the track, do a quick 4-2-4
    as soon as you touch the final turn sign.  Don't do it too quick because
    if you do, then you will taste the barriers.  The ideal speed is 180/290
    with some sliding.  Make the car nice and smooth by the time you exit the
    tunnel.
    
    Hornet Players: Throughout the tunnel, you shouldn't be exceeding 185 mph
    (298 km/h) at all costs.  At the final warning sign, gently nudge the
    wheel left and keep on pounding on the pedal.  When the medium left
    is done for, floor it.  Doing it correctly will ensure your flare with
    the race maintained, though it's kinda hard to time it tight since the
    Hornet is rather slow on these turns.
    
    Interstate 90 Bend
    ------------------
    This turn can be taken at full speed.  It's important that you try to
    stay as low as you can to keep up with the competition.  Staying high
    in this turn will only result in a slight loss of time.  You can line
    up your car in between the line and the grass, but it's rather hard to
    do since you're here to see how much of a competent driver you are.
    
    Interstate 90 Bank
    ------------------
    The key here is to take this turn from the left, move to the right, and
    get the car back into gear without excessive loss of speed.  Sliding is
    a must if you are bargaining to keep up with the competition.
    
    JC Eagle/Scorpio: Have your gas pedal-tapping skills ready because this
    one requires a good feel of the gas.  Use short taps of the pedal to keep
    yourself inside the track, and clip the apex of the turn.  If you feel
    that you are being close to getting off the track, use short taps of the
    pedal to avoid the grass.  The ideal speed of this turn is over 190/306.
    
    Phantom Players: At the start of the turn, do a quick 4-1-4.  Now be sure
    that the gearbox is back to Fourth Gear, and slide at the low bank of
    the turn.  Make sure that the gearbox is staying at 4 during the slide,
    or you'll be sorry!  You shouldn't be dropping below 195 mph if you do
    this with good timing but you should hit 200 mph at the Third Time
    Extension.
    
    Hornet Players: The ideal speed here is 201 mph (329 kmh).  From the
    left side of the track, gently work your way to the inside.  If you are
    going faster than 325 kmh, make sure to release the gas a bit and tap it
    rapidly to reduce chances of grass contact.  You should be up and running
    by the Third Time Extension.
    
    Virtua Highway Undercross
    -------------------------
    By the time you finish the Sarah Bryant Curve, you should be at the
    right side of the track.  You should try to cut this gentle left and
    remain at the left side of the track when you're finished with this
    turn.  Use this tactic to prepare yourself for the 360-Degree Right
    which is the worst part in the track next to the Janet Marshall Hairpin.
    
    The Dreaded Three Hundred Sixty Degree Right Turn!
    --------------------------------------------------
    A 360-Degree right provides enough punch to make your life miserable.
    Sadly, there are cars who will be overtaking you as you are taking on
    this turn.  In order to make sure that you are keeping up with the
    competition, I have added some measures to these turns using Skill
    Levels Beginner and Advanced instead of Chums Gum, Scorpio, or Phantom
    Full Force as far as cornering in this lamer is concerned:
    
    JC Eagle and Scorpio: The key in this turn is to do all the slowing down
    from the second-to-last warning sign, and move from the outside and into
    the inside.  Try to recover sliding as soon as you can because you tend
    to lose a lot of speed from sliding.  Now use short taps of the pedal to
    prevent yourself from crossing leftwards of the yellow divider.  As you
    exit the turn, move to the left side of the track, but within reason.
    
    Phantom Players: Do all of your slowing down at the second-to-last warning
    sign of the turn.  Release the pedal, brake hard, and downshift to First
    at the same time.  Now upshift to Third and start sliding.  Keep the sliding
    to a minimum because the more blatant the sliding, the harder it's going
    to be to exert good timing at Commonwealth Edison.  Use short taps of the
    pedal and 2-3-2-3-tralala like crazy to prevent yourself from left-crossing
    the yellow line.  My estimates is about 145 mph with some sliding, although
    it's kind of hard to maintain my speed because this turn is pretty sharp
    and your tires could melt very quickly.  Be sure to have the car straight
    by the time you take on the ComEd.
    
    Hornet Players: This is a good section to pass some much-needed bastard
    cars so listen up.  From the final warning sign, STAY AT THE LEFT.
    Shift down to First on a straight line and start sliding.  When your
    speed drops to 175 mph (298 km/h), shift back to third.  Keep the wheel
    nudged full right to keep the sliding travel through.  You may need to
    use some rapid gas-tapping to reduce chances of meeting the barriers.
    Eventually, the car will straighten up, so upon exiting the turn, shift
    back to Fourth.  If done correctly, you should be able to keep the speed
    above 165 mph (265 km/h).
    
    Welcome to Commonwealth Edison of Virtua City
    ---------------------------------------------
    This bend can be taken at full speed, but don't let this easy left and
    the next straight fool you because there's two sharp turns that you need
    to choose and they come up in an instant.  If you want to pass some much
    needed cars, then listen VERY CAREFULLY in the next paragraph!!!!!
    
    Commonwealth Edison Divide
    --------------------------
    Stay at the left side of the track after the left gentle bend after the
    360.  The drones usually take the sharp right after the power generator
    which means that you can take the right before the Power Generator to
    take up some positions.  Now in order to gain some much-needed positions,
    here's the lowdown by car:
    
    Chums Gum: Approach this turn from the left side of the track.  Try to
    turn at the first sharp right that you see.  Brake at a straight line and
    take on this turn apex-clipping style.  You may end up powersliding so
    make sure that you immediately straighten up the car.  You need to be
    sliding the first sharp right at no more than 155 mph in order to avoid
    any contact with the grass at the left side of the right side of the
    Power Generator.  A good feel of the gas and pedal is required here.
    Don't cut the apex too blatantly or you'll touch the grass at the right.
    
    Scorpio Players: Approach the first sharp right at the left side of the
    track and take this turn apex-clipping style.  It may be necessary to
    release the gas pedal, hold the brake, and almost immediately feed in
    some gas (to initiate the slide) and make sure that you are cutting this
    turn just right so that you don't touch the grass at either side of the
    track.  The reasonable speed here is 155 mph but you may need to go slower
    than the aforesaid in order to allow some room for error.  Have the car
    straightened up before the Fourth Time Extension.
    
    Phantom Players: Stay on the left side of the track as the ComEd Divide
    starts.  Just before you hit the final Turn Sign, 4-1-4 at a straight
    line while braking a bit to reduce chances of lawn intercourse (tm).
    Start sliding if you can avoid touching the grass at the right.  You
    will need to do a quick 4-1-4 during the slide to buffer the slide a
    bit.  By the time you exit the ComEd Virtua City Facility, you need to
    have the car straightened up and you need to be hitting 175 mph (282 kmh)
    just before you enter back inside Interstate 90 (I meant the Fourth Time
    Extension).  If you took the First Sharp Turn inside ComEd correctly,
    then you should be able to make it without hitting the grass or
    spinning-out.  You need to have a good feel of the wheel and the gas in
    order to reduce the chances of losing control if you want to stay
    competitive at all costs.
    
    Hornet Players: From the final warning sign, shift to First at a straight
    line and start sliding.  When your speed drops below 148 mph (238 km/h),
    shift back to Third and keep the foot off the gas until the wheels stop
    squealing.  The next two turns following this is definitely something
    to worry about so keep that in mind.
    
    Back inside Interstate 90
    -------------------------
    Hopefully you've taken the Cheating Bastard Sharp Right just before the
    fourth Time Extension.  If not, then you may be losing a lot of speed
    and control from Virtua City Limited much to the fact that they are
    indeed a series of sharp turns.  Here you want to stay at the inside
    of the track for as much as you can.  The key to taking this turn is
    to stay low without any unnecessary slowdown as you should be able to
    pass this curve without any loss in speed.  Be sure to have a good feel
    of the steering wheel as you undertake this turn, though.  If you are
    in the Phantom Car, it's important to take on this turn apex-clipping
    style!
    
    Hornet Players: Take this turn out-and-in style and don't go any faster
    than 158 mph (254 km/h) as the next two turns are sharp and hairy.  Go
    gentle on the wheel right over here.
    
    Downtown Virtua City Limits Line
    --------------------------------
    As with the Grand Entrance inside Interstate 90 nearing the end of the
    tunnel, this is an easy left turning into a hard left.  The best time
    to cut your speed and to control the gas feed is when you see the cars
    sliding the turn during your first lap around.  You need a good feel of
    the wheel and the gas if you want to make through the second part of the
    turn without any possible contact with the grass.  Use the first lap to
    get a clue when to slow down (because the drones will be sliding and you
    should be staying low as much as you can) and try to memorize this
    location when you are on your second lap.  Now in order to be more specific,
    here's a lowdown depending on your personal skill level (remember it's
    easier to maintain your speed if you high-in, low-out right here):
    
    JC Eagle and Scorpio: Stay on the left while the turn is there.  Now as
    you hit the final caution sign, release the pedal, and make sure that you
    rapid-tap the pedal like crazy.  The chances of touching the grass at the
    right depends on how much gas you're feeding in.  Be patient with the
    Gas-Tapping or you may not be able to make it through the turn unscathed.
    
    Phantom Players: The key here is to slide without any braking and without
    any blatant slowdown.  Stay on the left side of the track and at the Third
    Caution Sign (make sure that you are not really close to the left),
    downshift to First, and if you can pass this turn without touching the
    grass at the right, punch back to fourth.  Try not to drop below 165 mph,
    though.  It's a hard turn to master since this turn is pretty blind (though
    there's room for error).  You may need to 4-1-4 twice to reduce chances of
    running into the grass at the right.
    
    Hornet Players: You will need to do a quick 1-3 right away and keep the
    foot off the gas until the wheels stop squealing.  When the car is straight,
    accelerate.
    
    Subway Transit Hairpin
    ----------------------
    Entering a Downtown District of the City doesn't mean that you're going
    to receive a good and warm welcome by just showing up.  This hairpin MUST
    NOT BE TAKEN TURN HARD RIGHT, FULL SPEED AHEAD STYLE as this turn ISN'T
    banked, and it's pretty sharp.  This turn reminds me of the Pirate Ship
    Hairpin at the end of Seaside Street Galaxy of the original game, but the
    turn is a lot more harsh, as it's actually a mirror of the first Hairpin
    of the Twin Ess Curves in Super GT/Scud Race.
    
    Pay attention as I will tell you "How to NOT take this hairpin turn hard
    right, full speed ahead style":
    
    Chums Gum Car: Stay at the left side of the track before the tunnel and
    the dip.  As the tunnel terminates (and as soon as the turn starts), get
    the foot off the gas, brake, and feed in some gas to kick in the slide.
    You won't be able to slide too soon because you are NOT going to turn the
    wheel too hard.  A reasonable speed for this lamer is under 135 mph.
    With a good feel of the pedal, you shouldn't be able to slide.
    
    Scorpio Car: Start your speed cutting from the shadow termination and
    make sure that your speed does not exceed 140/225.  Now slide through
    the turn not cutting the apex too blatantly.  You may want to use short
    taps of the pedal, so get ready to use the gas feed once again.  If you
    are careful with the turn, then you shouldn't worry about hitting the
    walls at the left.  If you were too sloppy with the turn, then be
    prepared to slam into the barriers at the final stretch.
    
    Phantom Full Force Car: Approach the Subway Hairpin at the left side of
    the track (Oh yes, I'm getting repetitive here, ain't I?).  Now in order
    to take on this turn apex-clipping style, you'll need to slow down to
    speeds slower than 145 mph.  Try to start slowing down just before you
    touch the end of the Shadow.  Release the gas, brake, downshift to First,
    and when you begin taking the turn, upshift to Third right away.  Sloppy
    timing will cause your car to go outside of the turn, which isn't good.
    You may need to do a quick 1-4 to buffer the slide.  You need to have the
    car straightened up by the time the hairpin terminates.  I find that
    upshifting back to Fourth just before the Hairpin Terminates allow you to
    build up speed like a bunny.  You need a good feel of the gas and the pedal
    to ace this turn without drama.  Straighten up the car too late and you'll
    find yourself wandering outside the next-to-last easy right, which isn't
    that great.  Keep your speed under 145 mph (234 kmh) and above 135 mph
    (218 kmh) at all times.  Unlike the first Daytona which required you to
    release the gas pedal for trouble-free countering, Daytona 2 requires you
    to feel the gas all the way to get in your way.  This is hard to do, so
    master this with the other cars first.
    
    Hornet Classic: From the left side of the track, near the termination
    of the shadow, do a controlled braking and shift down to First Gear.
    Slide and when your speed drops to 151 mph (243 km/h), shift back to
    Third and keep foot off the gas until the wheels stop squealing.  Now
    exiting the hairpin, you should have the car straight and accelerating
    to the Final Stretch.
    
    Entering Downtown Virtua City
    -----------------------------
    Stay low for as much as you can during these two turns.  Right after the
    Janet Hairpin, there shouldn't be any further problems undertaking the
    turns here in Virtua City.  As you cross the Final Lap Start Line, make
    sure that you are in the right side of the track so that you can enter
    the first curve without any blatant speed loss and repeat this section
    once more.  If you are in your final lap, oh well.
    
    Note: If you are using the Phantom Car, once you feel that you are able
    to exit the turn without much drama (or upon exit of the bad turn), shift
    back to Fourth.  Try to lock the wheels using 4-1-4 if you think that you
    are going to touch the grass or concrete at the outside of the track.
    
    First Lap MUST be under 1'56"000 and the Second Lap MUST BE UNDER 1'51"000.
    You should be achieving under 3'46"000 overall in order to consider yourself
    a Mark Martin wannabee.  Anything under 3'44"000 would be great, though it
    is kind of impossible to do so.
    
    There was one time when I accidentially crashed through the Toshihiro
    during the first lap with the use of the Phantom MT Car and I still kept
    my cool and got first place with a best lap time of 1'53"78.  Don't think
    that this crash may be your last as there is still some room for redemption
    (unless you are a scrub).
    
    Finishing in first place in this track means that you have finally
    learned how to corner without any blatant slowing down in Daytona USA
    2.  Finishing in first place in all tracks means that you've tamed
    yet another Sega Racing Game and if it is just your first Sega Racing
    Game you've tamed, then pat yourself in the back for a job well done.
    
    ------------------------------------------------------------------------
    TRAVELLING THROUGH VIRTUA CITY
    ------------------------------------------------------------------------
    Number of Laps for most machines:  ONLY ONE LAP!
    Entries:                           30
    Skill Level:                       A real pain...
    Length:                            9 Miles
    Number of Turns:                   47 (SHEESH!)
    Mark's Record overall:             2'56"333 with the Phantom 4MT Car
    Type of Start:                     Standing Start.  Start the track like
                                       you would in the Advanced and Expert
                                       Tracks.
    Extra Note:                        YOU CANNOT RACE THIS TRACK IN REVERSE,
                                       WHICH IS PITIFUL.
    ------------------------------------------------------------------------
    
    There is no need for much explanation here.  All you do is race through
    all three tracks like you would with the originals.  However, there are
    two obvious differences that I would like to explain:
    
    Gameworks Express
    -----------------
    You will be exiting Fantasy Amusement Park via a harsh Ess Curve, so take
    the first Ess at speeds of no higher than 170/273.  Now take on the sharp
    left carefully using Out-and-In Style, but it's kind of hard to do so
    because you should try to go as fast as you can, but the turn's pretty
    sharp.  From this point up until you get into the final stretch of the
    Expert Track, don't take the ess any faster than 180/290.  Be sure that
    you don't slide throughout the turn.
    
    Hornet Players: Take the Gameworks Turn as you would with the Fantasy
    Amusement Park GP, but be sure that you head TOWARDS the tunnel afterwards
    at Fourth Gear.  Give some time to downshift to First Gear at the sharp
    left before Virtua City and when your speed drops below 170/273, shift
    back to Third.  Now shift up to Fourth and in order to remain stable on
    the Ess entering towards Downtown, shift to Third, Fourth, Third, Fourth,
    and so on until you finish up the ess.  It's twisty so be careful with
    your travel.
    
    After the 360
    -------------
    You will be heading to Sega International Speedway instead.  The first
    few bends will be easy.  Take the left turn before your entrance into
    Sega International Speedway like you would with the turn before the
    Third Time Extension and straighten up the car.  You MUST be sliding
    the base bank and not going any faster than 180/290 to avoid any wall
    hits or any possible goof-ups.  From there on, it's a matter of taking
    all the turns right before...
    
    Hornet: The left before you enter Sega International Speedway should
    be done by gently nudging the wheel at the left at full speed.  Now
    as you exit the pits, downshift to First and when your speed drops
    below 180/290, shift to Third.  Shift to Fourth ONLY when the car is
    back to straight.  Now finish up the race before the Tomahawk and
    Evangevoline Cars get to you!
    
    If you have any tactic corrections, please e-mail me.
    
    ========================================================================
    REVERSE TRACKS
    
    Power Edition features three bonus tracks that you can select by holding
    the Brake while selecting the level of your car.  Now please be aware
    that the Reverse Tracks are a lot deadlier than the original tracks mainly
    because of the obscene turns from going the other direction.  You are
    advised to go on Time Lap to learn the track first.  Also, with the
    exception of the Beginner Reverse, you are strongly advised to use the
    JC Eagle Car on the tracks with Manual Transmission to learn the tracks.
    
    ------------------------------------------------------------------------
    SEGA INTERNATIONAL SPEEDWAY REVERSED
    ------------------------------------------------------------------------
    Number of Laps for most machines:    8 Laps
    Entries:                             40
    Skill Level:                         Beginner
    Length:                              1 Mile
    Number of Turns:                     4
    Ideal Average Speed:                 200 mph
    Ideal Lap Time:                      Under 17"00
    Ideal Course Time:                   Under 2'17"00
    Type of Start:                       Rolling Start.  ALWAYS KEEP THE
                                         GEARBOX AT FOURTH GEAR WHEN THE RACE
                                         STARTS, AND DEFINITELY GIVE FULL GAS
                                         AS WELL!
    Mark's best lap:                     No Data
    Initials on this Record:             HAN
    Mark's Overall Course Time:          2'15"373 with Phantom 4MT Car
    Initials on this Record:             HAN
    ------------------------------------------------------------------------
    Index of Major Points:
    
    Turn 1: Sponsor's Hairpin
    Turn 2: Bleacher's Bank
    Turn 3: Garage Bank
    ------------------------------------------------------------------------
    Now we got a major problem in this track right now because you are going
    the other way around instead.  Turns 1 and 2 are deadlier thanks to the
    other direction.  Note that you will need to treat this one like a
    technical track if for any reason you will need to sit down in First
    Place.  For this track, I will assume that you will be using the Phantom
    4MT Car.
    ------------------------------------------------------------------------
    
    Start of Race
    -------------
    You start the race in a Rolling Start.  Immediately bank your way to the
    left side of the track because the Sponsor's Hairpin is coming up!
    
    Sponsor's Hairpin
    -----------------
    You should be able to see the road widen up a bit.  Start the turn from
    the high outside and cut the inside of the low bank.  A good braking
    spot and careful sliding should do the trick.  I find it hard to avoid
    the barriers because the wall narrows as you are taking on this hairpin,
    leaving less room for error than in the original version of this track.
    
    Bleacher's Bank
    ---------------
    From the left side of the track, work your way and clip the apex of this
    turn.  To reduce the chances of masturbating the wall at the left, you
    may want to slide through this turn.  It's hard to maintain your speed
    without hitting the barrier unless you can start from the high left of
    the Bleacher's Bank
    
    Garage Bank
    -----------
    This turn is all cake.  If you were sliding, then recover sliding as soon
    as you can to avoid the grass at the right side of the track.
    
    Note: In the first lap, be careful not to rear the Number 55 Evangeline
    Car as he is waiting for a free push from you!
    
    Repeat the strategies above once again until you are finished with the
    race.  Eight laps on most machines to finish the race.
    
    WARNING: A GOOD RACE AT THIS TRACK CAN BE RUINED BY A FEW REARENDS AT ANY
    DRONE THAT YOU ARE FACING IN THIS GAME.  BE SURE THAT YOU AVOID ALL DRONES
    AS MUCH AS YOU CAN.  THIS IS IMPORTANT TO KNOW BECAUSE IF YOU WANT TO
    FINISH THIS TRACK IN UNDER 2'17"00, THEN MAKE SURE THAT YOU ARE NOT TOUCHING
    THE CARS WHATSOEVER!
    
    ------------------------------------------------------------------------
    FANTASY AMUSEMENT PARK REVERSED
    ------------------------------------------------------------------------
    Number of Laps for most machines:  4 Laps
    Entries:                           20
    Skill Level:                       Advanced
    Length:                            2.25 Miles
    Number of Turns:                   10
    Ideal First Lap Time:              Under 51"000
    Ideal Lap Time:                    Under 46"000
    Ideal Course Time:                 Under 3'05"000 Overall
    Type of Start:                     Standing Start.  See the Ticket
                                       Entrance Center portion of this guide
                                       for details.
    Mark's Best Lap:                   No Data
    Initials on Record:                HAN
    Mark's Course Time:                3'04"281 with Phantom 4MT Car
    Initials on Record:                HAN
    ------------------------------------------------------------------------
    Index of Major Points:
    
    Starting Line and Straight: The Pirate's High Seas
    Turn 1: Gameworks
    Turn 2: Arctic Galaxy to Red Earth Fantasy
    Turns 3-5: Wrecked Train Curve
    Turn 6: Red Earth to Outerspace
    Turn 7: Alien Spider Skeleton Intersection
    Turns 8 and 9: From Outerspace into Horror City
    Turn 10: Sewer Bank
    Turn 11: Back to Pirate's Cove
    
    ------------------------------------------------------------------------
    This track is just PLAIN HARD.  You may need to use the JC Eagle 4MT
    Car (I know this sucks, but I want you to learn the tracks first) or
    you may not be able to finish up the track.  Also, some of the seemingly
    easy turns are crampled by the elevation of the track so you are bound
    to touch the grass and the concrete your first couple of times.  It will
    take a lot of awareness and daring in order to finish in first.  I will
    be using the Phantom 4MT Car despite all of its obscene nature.
    ------------------------------------------------------------------------
    
    Pirate's Cove
    -------------
    Start this track like you would with the original version of this track.
    If you can get a good start, you can pass a few cars though you will have
    to behold the dreaded Gameworks up ahead.
    
    Gameworks
    ---------
    From the left side of the track, release the gas, do a quick 4-1-4 and
    slide and cut the apex as much as you can.  Be careful on how much gas
    you feed in because you will need all the control to straighten up the
    car right after the turn terminates.  The ideal speed to handle the
    reversed Gameworks is about 155 mph/250 km/h.
    
    Glaciers to Red Earth
    ---------------------
    This turn should be no problem.  Keep a straight line as much as you can
    to keep kicking up the speed.
    
    Wrecked Train Curve
    -------------------
    Due to the nature of this turn, you won't be able to take this turn like
    you did on the original version.  Also, there are no turn signs so this
    really hurts the timing.  You may need to start the turn from the outside
    and then brake while downshifting to First Gear.  Floor the gas and shift
    back to Fourth and do a controlled sliding throughout the curve.  If done
    correctly, you should be able to miss the grass and walls on both sides of
    the turn.  The ideal speed for now would be a modest 145 mph/233 km/h.
    
    Red Earth to Outerspace
    -----------------------
    Stay as low as you can to maintain your speed.  Since your speed is pretty
    low here, full gas would be OK.
    
    Alien Spider Skeleton Interection
    ---------------------------------
    Start the turn from the left side of the track.  Using full gas, downshift
    to First while braking lightly and shift back to fourth and start sliding
    the turn.  Do another 4-1-4 to lock the wheels.  The ideal speed for this
    turn would be about 165 mph/265 km/h, though the turn looks a lot more
    dangerous and unforgiving than the original version of this turn.
    
    Outerspace to Horror House
    --------------------------
    Try to cut the apex of the two turns.  I found this turn to be PRETTY
    OBSCENE because the ess curve starts instantly right after the downgrade
    of the curve, so you may need to brake just before you go down the graded
    road.  180 mph/290 km/h with some apex-clipping of the Ess Curve would be
    descent, though it's hard to time it tight due to the hill grade blocking
    your timing.
    
    From the Sewers back into the Pirate's Cove
    -------------------------------------------
    Hopefully, there shouldn't be any further problems completing the lap
    right after you take on the tougher version of the Outerspace to Horror
    House Transition.  Now cross the finish line and repeat the aforementioned
    once again.
    
    Four laps on most machines to complete the race.  Under 51"000 for the
    first lap, and under 46"000 for the subsequent laps to sit down in First
    Place.
    
    ------------------------------------------------------------------------
    VIRTUA CITY DOWNTOWN GRAND PRIX REVERSE
    ------------------------------------------------------------------------
    Number of Laps for most machines:     2 Laps
    Entries:                              30
    Skill Level:                          Expert
    Length:                               5.75 Miles
    Number of Turns:                      30 as I should speak of this
                                          update...
    Ideal First Lap Time:                 Under 2'00"000
    Ideal Lap Time:                       Under 1'55"000
    Ideal Course Time:                    Under 3'55"000
    Type of Start:                        Standing Start.  See the Basics
                                          section or the Downtown Virtua City
                                          Bus Stop for details on how to get
                                          a good start.
    Mark's Best Lap Time:                 No Data
    Initials on Record:                   HAN
    Mark's Course Time:                   3'52"807 with the JC Eagle 4MT Car
    Initials on Record:                   HAN
    ------------------------------------------------------------------------
    Index of Major Points in the track
    
    Starting Point:  Downtown Virtua City
    Turns 1 and 2:  Entering the Subway
    Turn 3:  Subway Transit Hairpin
    Turn 4:  Downtown City Limits Line
    Turn 5:  Back to Interstate 90
    Turns 6-8:  Commonwealth Edison Sharp Divide
    Turn 9:  Welcome to ComEd of Virtua City
    Turn 10:  360
    Turn 11:  Start of Exit Ramp
    Turn 12:  Interstate 90 Bank
    Turn 13:  Interstate 90 Bend
    Turn 14:  Enter Interstate 90
    Turn 15:  Tunnel Dip
    Turn 16:  Tunnel Entrance
    Turns 17-20:  Seaport and the Super Steel Factory
    Turn 21:  Business District Bend
    Turn 22:  Yu Suzuki Hairpin
    Turn 23:  Virtua Recreational Park
    Turns 24 and 25:  Nagoshi River and the Skyscrapper entrance
    Turns 26 and 27:  Hardy Street
    Turns 28-30:  Beautiful Skyscrappers
    
    ------------------------------------------------------------------------
    Harder than the original version of the track, Virtua City Downtown Grand
    Prix tests your ability to be a competent driver rather than on speed.
    Don't expect to finish this track your first couple of times as the turns
    are even gorier than the original version of the track.  Enough ranting
    on this one, let me use the JC Eagle Car to help you out, though travel
    may become boring after a while.
    ------------------------------------------------------------------------
    
    Gentlemen, start your engines
    -----------------------------
    Start this race like you would with the original version of this track.
    
    Subway Transit Hairpin
    ----------------------
    Start the turn from the right side.  Brake to 170 mph/280 km/h and shift
    down to Third at the same time.  Let go of the gas and ease up on the
    turn.  Full Gas and/or reckless braking during the turn could result
    in an unwelcome touch to the wall.  If you think you are going to kiss
    the wall, do a quick 3-2-3 to cut your speed instead.  This way you don't
    have to be feeding in the gas while turning through this bad turn.  Your
    speed should be in between 175-180 mph (282-290 km/h) by the time you
    reach the return to Interstate 90.
    
    From I-90 to the Electric Company
    ---------------------------------
    Start from the outside of the track and cut the apex.  Try to brake
    *lightly* and shift down to Third ahead of time.  This way you will
    leave yourself some room for error.  Leave the gas alone until after
    the turn.  On the next sharp banked left, stay in Third Gear and take
    the turn in full gas, since you may be dizzy right after the uphill
    medium left.
    
    Leaving the Electric Company
    ----------------------------
    From the right side of the track, shift down to 3rd Gear and let go of
    the gas.  Cut the apex and recover from the turn.  Ideal speed of this
    turn would be in between 155-160 mph (250-257 km/h) though it's pretty
    hard to time it tight due to the narrow nature of the start of the turn.
    
    Note: Be careful when trying to cut the apex as I've discovered that
    the Number 53 Evangeline Car and the Number 42 Fang Auto Car will do
    everything to disrupt your timing in this area!
    
    The 360
    -------
    You'll want to stay at the left side for as much as you can.  You will
    need to stay in Third Gear for the majority of this turn.  If you think
    that you will be going to the right side of the track, you may need to
    do a quick 3-2-3 to prevent such occurrences.  Watch your gas feed as
    feeding in too much gas will throw you right at the barrier right away.
    The last part of the 360 is a bit sharper, so stay on your toes.
    
    Leaving the 360
    ---------------
    Milk up that speed and take the left banked bend using apex-cutting style.
    The ideal speed of taking the left bend is about 190 mph (306 km/h).
    
    The Tunnel Medium Right
    -----------------------
    Don't go full speed ahead in this one because it is a sharp turn.  Watch
    your gas feed here as it's easy to hit the barrier if you go full speed
    ahead here.  Cut your gas feed and don't go any hotter than 190 mph/306
    km/h (possibly slower if you think this forces you to hit the concrete).
    
    Super Steel Factory
    -------------------
    Make sure that you are lined up at the high left right after you cross
    the Time Extension.  Brake a bit while downshifting to Third Gear and
    release the gas.  Start Turning.  If you are careful, then you will
    barely miss the harsh wall at the right and avoid reeling throughout
    the steel factory.
    
    R&D Seaport
    -----------
    Stay in Third Gear and cut the apex carefully, being aware not to hit
    the wall at the left.  Overdo it and you will lose lots of speed.  If
    your timing is right, then you should maintain speeds of at least 135
    mph/217 km/h while taking on this turn.  Up until you reach the Yu
    Suzuki Park, milk up that speed.
    
    Suzuki Park
    -----------
    From the outside of the turn, release the gas and downshift to Third
    Gear and use reduced gas feed to control the travel of the turn.  Shift
    to Fourth ONLY when you are about to exit the turn without touching the
    grass at either side.  The same goes in correspondance to flooring the
    gas.
    
    Crossing Nagoshi River
    ----------------------
    Yank the car at the high left and a little bit before you cross the
    Fourth Time Extension, get foot off the gas and cut the apex.  Now
    gently work your way towards the skyscrappers.  This turn is pretty
    confusing to take on because there's no room for error right here.
    
    From Hardy to the Final Stretch
    -------------------------------
    Cut the apex by watching your gas feed as you make your way from one
    skyscrapper to another.  Take on the final three turns like you would
    in the original expert track, but in the right turn, make sure that you
    are not poised to hit the pits.  If done correctly, then there shouldn't
    be any further problems finishing up the lap.  Repeat the above once again
    for the next lap.
    
    Two laps on most machines to finish the race.  2'00"000 for the first
    lap and 1'55"000 for the second lap to place in first place.
    
    A verdict about slides: Sliding won't shave off seconds but sliding is
    a riskier way to corner because you run the risk of spinning-out.
    
    ========================================================================
    THE DO'S AND DONT'S
    
    I just don't like it when people have the outdated versions of my FAQs.
    In order to put an end to all of this, from now on (as of today and lasting
    forever), this file can ONLY BE stocked on the following websites:
    
    * Verasnaship Interactive, http://www.verasnaship.net
    * GameFAQs, http://www.gamefaqs.com
    * Secrets of the Game Sages, http://www.gamesages.com
    * Cheat Code Central, http://www.cheatcc.com
    * Game Shark Code Creators Club, http://www.cmgsccc.com
    * Darren Everden's lair: http://www.everden.com
    
    You can always get the latest version at Verasnaship first since I run
    the website for myself.  GameFAQs does a good job keeping the files
    up-to-date at all times and is the most visited site for FAQ-related
    walkthroughs.  Secrets of the Game Sages is a "Code-related" partner
    to GameFAQs since both GameFAQs and Secrets of the Game Sages share the
    same information.  Cheat Code Central not only has codes, but up-to-date
    FAQs and Text-based Walkthroughs based upon marshmallow's knowledge.
    Finally, Game Shark Code Creators Club is a Game Shark site run under
    the Code Master to provide up-to-date Game Shark Codes and is a highly
    visited Game Shark Site.
    
    Segaweb and Seganet does a good job explaining a lot of Sega-related
    stuff such as the Dreamcast, and all the games coming out for the
    most promising Sega Video Game System of all time.
    
    DONT'S: Never, ever, ever place this file directly onto your Internet
    Account as I'm now getting sick and tired of people trying to store the
    outdated version of my files.
    
    DO'S: You are permitted to create a link to any of these websites.
    Linking to GameFAQs is goverened by the Legal Disclaimer as foretold
    under the statement, "Linking Rights".  I highly recommend that you make
    a link to my website so that people will always have the latest version
    of this work viewed right through their screen.  The only permissible
    link that you can use to link to this file is as outlined as in the
    following:
    
    * http://www.verasnaship.net/text/arcade.html (The Arcade Stable)
    
    Part of the reason why I'm doing this is because if you don't view an
    HTML Site, then you may not be able to run the ads that appear on top
    of the HTML Document, which IS NO FAIR TO THE WEBMASTER.  For details
    about linking rules, visit http://www.templetons.com/brad/linkright.html
    which is Brad Templeton's Linking Rights Essay.
    
    ========================================================================
    HOW TO SUGGEST ANY FIXES, BUGS, OR ANY OTHER TRALALA
    
    One time when I was forced to update another FAQ for Super GT by Sega,
    I was surprised to see that I was driving from Helen Keller.  That is
    why you MUST follow the protocol as described in the Newsflash section
    of this document.
    
    ========================================================================
    
    ACKNOWLEDGEMENTS
    
    *  Toshihiro Nagoshi for finally unleashing this high-octane sequel to
       the highest-grossing Deluxe Arcade Hit of all time.
    
    *  NASCAR and Daytona Speedway for permitting Toshihiro Nagoshi to
       create this game pursuant to a license.
    
    *  Aladdin's Castle at Aurora for being the first arcade to have this
       game in stock.
    
    *  Imagine Games Network for accepting Sega Sages and GameFAQs.com as
       IGN Affiliates.
    
    *  All of Sega for creating realistic Arcade Racing Games ever since
       Virtua Racing.
    
    *  Virtua Racing for being the first realistic driving game in the
       market.
    
    *  Yu Suzuki for being a part of Sega's AM2.
    
    *  Curt Mac (CurtMac@aol.com) for the typo bust regarding about the
       Easy Level Car and the easter egg in the Advanced Track.
    
    *  Darren Everden darren@everden.com for some cool advanced strategies
       in the Astro Waterfall Speedway Course, confirming the Mirror Mode
       trick, and for the additional two viewpoints.  Visit Darren Everden
       at http://www.everden.com.
    
    *  Dale Nelson for information regarding about the Endurance Dip Switch
       Option
    
    *  Teemu Nuutinen (tsn) for asking me a question regarding about the
       "reluctant" cars.
    
    *  Travis Walentin for the additional views that I can choose from.
    
    *  Zhishang for the additional Bonus Viewpoint
    
    *  Cho Jee Ken (NIC), VCP, and STP for the Music Easter Egg and for
       setting eye-catching times that will compel me to improve every
       time I play the game.
    
    *  Kao Megura for being the most prolific FAQ Author.
    
    *  GameFAQs for being the largest stable of original work
    
    *  Teoh Zhi Xiang for encouraging me to open up a Daytona USA Website
       and to point out the locations and initials for my records.
    
    Note: Please check out http://www.verasnaship.net/autoracing/ and tell
    me what you think of it.
    
    ** END OF DOCUMENT **
    
    Unpublished Work (c) 1999 Mark Kim.  All Rights Reserved
    Daytona USA (c) International Speedway Corporation--licensed to Sega
    for Amusement usage.

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