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
---------------------
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 Mark Kim acknowledges and respects all copyrights, patents (pending
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 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.