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Initial D: Special Stage
Mountain pass descriptions v 1.5
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Written by: GrAyEeWoLf
Email: jeffrokkz2k1@yahoo.com
FAQ Version: 1.5
For the Playstation 2 game console
Presented by Sega
Devoloped by Segarosso
Initial D created by Shigeno Shuichi
Written on: August 30, 2003
Last updated on: March 18, 2004
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Contents
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1. Version history
2. About this FAQ
3. **** Tokyopop!!
3.1. My Own thoughts
4. The mountain passes
5. The course descriptions
6.1. Akagi downhill
6.2. Akagi uphill
7.1. Akina downhill
7.2. Akina uphill
8.3. Happogahara downhill
8.4. Happogahara uphill
9.1. Irohazaka downhill
9.2. Irohazaka uphill
10.1. Shin Myogi downhill
10.2. Shin Myogi uphill
11.1. Shin Usui downhill
11.2. Shin Usui uphill
12.1. Shomaru Pass outbound
12.2. Shomaru Pass inbound
13.1. Momiji Line downhill
13.2. Momiji Line uphill
14. Enna
15. Links
16. Credits & Copyrights
- more to come as more progress is made -
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1. Version History
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3/18/04:
It's been awhile since my last update. But, here's the latest. After
driving Happogahara's outbound like a madman, I was able to rewrite the
description as I gained a much better knowledge of the track. Well,
enough blabbin' from me, just check it out =)
12/29/03:
v. 1.5 - Happy New Year!!!! (well, not just yet but Happy New Year
anyway, lol) Completed Enna downhill course description. Also, adjusted
a few minor mistakes.
11/8/03:
v. 1.5 - Added to Enna downhill and changed 'home course advantage'
cars on Shoumaru Pass and Shin Usui
9/15/03:
v. 1.4 - Added 'average course times' to Shoumaru Pass (both
directions) and added course descriptions for Momiji Line downhill
9/5/03:
v. 1.32 - Thanks to trezassassin for this. He suggested to me that I
should add the best car for each course, so I added a 'home course
advantage' to each mountain pass, listing a car that has an indefinite
advantage when on their particular course. Also fixed a few minor
mistakes. Updated 'Shoumaru Pass' hillclimb as well
9/4/03:
v. 1.3 - Added section descriptions to Akina uphill and adjusted the
average track time as well. Also made edits to Momiji Line in 'the
mountain passes'
9/2/03:
v. 1.25 - Added section descriptions to Akagi Uphill (section 6.2)
9/1/03:
v. 1.2 - Added ViperMask's '**** TOKYOPOP!!' to my FAQ as well as my
own thoughts on the subject. I know how he feels and I'm sure that a
lot of you will agree with our say on the subject. If you don't know
what's up, READ IT!! Learn why there are mixed feelings about Tokyopop.
Also updated 'The Mountain Passes' (added Momiji Line and Enna) and
finished the downhill and the first section of the uphill for Shomaru
Pass.
8/30/03:
v. 1.0 - My first FAQ ever! This is my first try at writing a FAQ, so
if it sucks bear with me. It's not quite done yet, but I've completed
writing out course descriptions for all the Arcade Stage mountain
passes (with the exceptions of Myogi circuit and Usui circuit since
they're not really mountain passes anyway) But, of the 9 remaining I've
done 6. More to come!
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2. About this FAQ
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If you're reading this FAQ, then I shouldn't have to explain to you
what Initial D is. If you are reading this, you are one of 4 people:
- You've played the arcade game
- You've played the home version
- You've played both
- You like the anime/manga and you got this game
Well, anyway, this is the first FAQ I've ever written (and it's not
even done yet) I've been wanting to write out a FAQ for a long time,
but I just didn't know how to go about making one. Even with this
writing, I STILL don't really know what I'm doing =) I just took a look
at a few of the other Initial D FAQs on GameFAQs and figured I'll do
something like that. Well, there are only 2 FAQs each for both Arcade
Stage and Special Stage and they are both general FAQs for the game. I
decided to try and do an in-depth FAQ for anyone that has questions
about each mountain pass. I'm open to any suggestions. So, send me and
email and let me know. Well, here it goes!!
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3. **** TOKYOPOP!!
=======================================================================
THIS was taken from ViperMask's FAQ and pretty much sums up the
evildoing that is known as Tokyopop. If you've ever seen me around
GameFAQs, you know this is how I feel, as well. Let the rant commence ...
_______________________________________________________________________
Why am I so hostile towards Tokyopop? Well they are translating the
anime and manga to English here. And oh my god, did they butcher the
anime BAD. They feel that "Westernizing" the names will make the anime
more popular. This is not true! It only butchers the anime. It's like
rape!
We true, pure Initial D fans thought it was bad enough for them to
change the names, but oh no, they went much further: The soundtrack HAS
CHANGED. Instead of my worries of listening to Limp Bizkit or Eminem.
We got something much much worse. What we got was this RETARDED rap by
people who probably never listened to rap or hip-hop in their lives and
it sounds like something from Sesame Street. It goes something like "Da
Eight Six Rolling down the track, Initial Drift, Initial Passion *a
bunch of other crap that I couldn't bare to listen*" and THIS ****
REPLACED the energetic Eurobeat soundtrack!
They also CHANGED THE BATTLE SCENES. They tried to added more visual
affects to the car battles but it looked cheap and godawful. And get
this, their slogan for Initial D is "Initialize Your Dreams!" What kind
of *** **** is that!?
They ARE targeting Initial D to a bunch of little bastard children who
probably don't know a thing about cars. People have been telling me
that they think it could appeal to children to find out about the REAL
Initial D. 100% untrue. Kids and other people are too racist and
prejudice to care about the real Initial D. They will never find out
what Initial D REALLY IS. You want to prove me wrong? BUY THE HONG KONG
PIRATED DVDs, or if you can read Japanese THE ACTUAL DVDs FROM JAPAN.
Tokyopop did piss anime fans off in the past however. When it was known
as Mixx Entertainment and they had their Mixxzine, they included Sailor
Moon as a special comic, then the owner of Mixx move Sailor Moon to
another zine named "Smile!" (What kind of name is that!?) So this
pissed off a ton of fans, and the Editor got so pissed he resigned.
Anyways check below for list of name changes.
Here's the list of names.
Crap Names - Real Names
Tak - Takumi
Iggy - Itsuki
Cole - Kouichirou
Natalie - Natsuki
Boss - Yuuichi
Ry - Ryousuke
K.T. - Keisuke
Zack - Takeshi
Maya - Mako
Simone - Sayuki
Kyle - Kyouichi
Hawk - Seiji
Aki - Wataru (Hey Tokyopop, Aki is not a American name! It's Finnish!)
Carrie - Kazumi (Wataru's sister)
Dice - Daiki
Smiley - Sakai (Sakai literally means Smiley I think)
Touch - Tomoyuki
Kylie (Previously Kia) - Kyouko
Danny - Kenta (What the hell is that?!)
Caine - Kai
Nobu - Nobuhiko (Uh, "Nobu" still sounds Japanese)
Sid - Tsukamoto/Sakamoto
However Shingo, and Bunta escaped with their real names. But doesn't
that defeat the whole purpose of changing the names in the first
place!?
It gets worse. They are changing the dialogs, and get this they want to
change Takumi into a PIZZA DELIVERY BOY instead of Tofu delivery
driver! Why? To appeal to those big TV network corporate f*****s and
put the show on TV!
Also my friend Ryosuke had to sin and get volume 3 of the TokyoPop
mangas for some reason. This is what he found. I'm sure he will repent
someday.
- Itsuki calling Takumi his "homie." like nearly every time. Homie? No
one said that since 1991!
- Tons of spelling and grammer errorz (like what I just did).
- Changing the dialog completely. (I.E. Takumi: "I'm not going to let
a dickweed like him win this race!")
- Natsuki Mogi's scenes with Papa at the "hotel": DELETED.
- Listing the Trueno's engine runs on "Spirit, Talent, and
Determination" (STD!)
- Saying that a Rotary engine runs on one cylinder, thus more power
(which is completely WRONG.)
- Translation errors in future versions. Like saying Seiji Iwaki
drives a Lancer Evolution VI (he actually drives a Lan Evo IV).
- In another volume: Listing Takumi Fujiwara as a Akina SpeedStar even
though he is not a team member.
The whole result of "Americanizing" everything (which is like RAPE) is
a butchered Initial D that is also a slap in the face to Japanese names
and cultures (AKA Racism).
And get this...One of Stuart Levy's excuses to why he prefers dubbed to
subtitles was; "subtitles covers up the art of the anime and ruins it."
So here he is trying to call himself an artist with that excuse, trying
everything he can to justify his butchering. Well I'm not a artist, but
I believe I have the right to say that what Levy said was irrelevant
and ignorant. My belief is subtitles are there to help people
UNDERSTAND the whole art and concept of the anime, while keeping it's
original form intact. While dubbed ruins the original form of this
great piece of art (Initial D in this case.)
Another thing! I don't believe the Japanese change the names when any
American comics or cartoons are released in Japan. Like they don't
refer Homer Simpson as "Hiroshi Sato" or some crap like that. They
don't change Super Man's real name to a more "Japanese name." So why
are the North American companies are changing everything to sound more
"American"? It's a form of racism!
Now TokyoPop released a DVD with the original copies of Initial D on
it. BUT! It also contains the "translated" episodes too. TokyoPop
(while trying to appeal to teenagers in a pathetic, half-assed matter)
calls it the "Tricked Out Edition." They also said it has "enhanced
battle scenes" and you can do a bunch of other crap with it. "Enhanced
battle scenes"? Good god! How did they butcher the battle scenes like
Keisuke vs. Takumi for the first time? I don't want to know! Avoid it
all costs. Besides, it's the first three episodes on DVD for in
Japanese and English. So it's more like paying $20 for JUST THREE
EPISODES!? What a rip off. You can get the translated DVDs by
independent translators with all of the episodes for $40 Canadian on 4
DVDs! Do the math.
The best way to boycott Tokyopop is to NOT buy ANY of their products.
Buy fan translations of the anime instead! You can get those in places
where there is a big Asian community. A note for the DVD owners: Buy
the real versions, not the burned DVDs. The burned ones don't work on
all machines!
So that's pretty much it. F*** TOKYOPOP!
_______________________________________________________________________
3.1. My own thoughts
_______________________________________________________________________
You want to know what I think? If you've seen any of the reviews that
people have written about their DVDs and their manga, it's written
proof that Tokyopop's job is less than stellar. I mean, WHAT KIND of
company would let mistakes like the ones listed get through to print?
No one other than Tokyopop, of course. Also, VM was right about the
'nicknames'. If they weren't going to change them all, why bother
changing them in the first place? Right?
Anyway, there are people out there that can care less about what
they've done. I, for one, do care. Why? Because I am into the street
racing world. I know that what they are doing is turning Initial D into
something that LOOKS like 2 Fast 2 Furious, which it isn't.
The obvious reason why they even licensed in the first place was
because they knew it's a moneymaker. But, what they've done to it is
seriously unforgivable, thoughtless and TRULY rape.
Anyway, to cut it short, Tokyopop is PURE EVIL!! On with the FAQ!!
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4. The mountain passes
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Akagi
This is a fun course. Home course to the RedSuns, it's easy to see why
they never have battles on their home ground. The road is wide, so
unless you don't take your corners well you're not likely to rub the
walls too much. Good place to start for beginners that have kept
themselves to Myogi and Usui. If you feel that the other mountains are
too hard, start here.
Akina
This is where Takumi became a star. One dope course, IMO. This one can
be summed up in one sentence: Easy to learn, difficult to master. It's
probably the most technical course of the entire game as there is no
real way to describe the course's rhythm. It has its share of
straights, S curves and tight hairpins making for a moderately
challenging course, while at the same time it's not that hard to get
through. This is the first course in the game where knowing its secret
(Akina's gutters) will help you get faster times on a Time Attack and
give you the advantage in a battle.
Happogahara
This is the training grounds of the Toudou Jukuu (Toudou racing school)
and this course will show how precise you are with your driving. This
course is not for everyone because this is one tricky. In either
direction you must deal with a tight set of hairpins and S curves. A
very fun track to play, but is tricky to navigate.
Irohazaka
This stage may seem like it's difficult, but it's really pretty simple
(That is, if your technique is right) because it has a set rhythm. It's
a continuous pattern of 'straightaway-hairpin-straightaway-hairpin'
throughout the entire track. The trick about this course is taking the
right driveline. Taking the right line will indefinitely make or break
your times on this course. Also, this is the second course in the game
where knowing its secrets (jumps and a gutter) will determine how much
skill you have and how fast you are.
Shin Myogi
This course is actually the easiest of all the mountain courses in the
game, downhill or on a hillclimb. There are no real tight hairpins. The
majority of the course is made up of soft S bends. Although the course
itself is narrower than Akagi, there are no hard turns to worry bout in
this course. A very fun course to play especially if you are going for
high speed. For some reason, the uphill course is actually more fun to
play than the downhill course is.
Shin Usui
This is home course to Usui's angels, Mako & Sayuki, otherwise known as
Impact Blue. This is the hardest course in the entire game, full of S
curves and blind corners. Not only that, but it's one of the narrower
courses in the game, making it that much harder to navigate without
practice. Also, it's the longest mountain pass in the entire game. If
you're not fast enough, it can take over 4 minutes to reach the goal!!
Maybe even 5 minutes if you're really slow. None of the other courses
in the game even compare to this course. If this was in the Arcade
Stage, it would be THE expert level.
Shomaru Pass
This is one great course because it's a hillclimb in one
direction followed by a steep downhill, no matter which direction you
choose. Because it's so narrow, it makes it very difficult to navigate.
But, once you get used to this tricky course you'll find that it's one
of the more enjoyable courses to drive on.
Momiji Line
This stage belongs to SSR (Seven Star Reaf, actually should be Leaf,
but you know that in the Japanese language L and R are the same sound)
And it is one of the stranger tracks. You would think that because the
road is somewhat wide the turns aren't tight that you would be able to
handle this road no problem. But, because this mountain pass is so
steep, you'll have plenty trouble navigating its wide corners.
Enna
Enna is where Project D did battle with Daiki and Smiley (Takumi on the
downhill and Keisuke on the hillclimb) While this stage may be
straightforward and not too curvy, just a Momiji, this is one STEEP
hill. You'll pick up plenty of speed on the downhill, and there aren't
that many tight corners to worry about, but when on the uphill, the
major hairpins will mess you up as their angle is so high.
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5. The course descriptions
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The following is a section by section description of each of this
game's courses in both directions (inbound/outbound, downhill/uphill)
They are listed in the order that you see them in game from left to
right. You will see each section as follows:
Mountain Pass name
Average course time
The average course time aren't based on my own personal scores. It's
just a generic time between the fastest recorded time and the slowest
recorded time. I would also like to throw in average section times at
some point. If someone could help me out with that, I would appreciate
it.
Downhill:
- section 1
- section 2
- section 3
- section 4
Uphill:
- section 1
- section 2
- section 3
- section 4
In some cases, I didn't write anything for the uphill. This is because
I probably haven't gotten the chance to drive it and map it out. But,
this is about the basic outline of how it is read. Each section is
named for it's key features and what is the high point of each section.
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6. Akagi
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Home course Advantage:
- Mazda RX-7 Type R (FD3S)
- Mazda RX-7 Inifini III (FC3S)
_______________________________________________________________________
6.1. Downhill:
_______________________________________________________________________
Average course time:
2'20"xxx
Section 1: Low speed hairpins
- This part of the track begins with a long straight leading to a hard
left hairpin. The corner is wide, so unless you missed your drive
line you can take this hairpin at 125+ km/h. After clearing the
first hairpin, you're lead into a another long straight leading into
a soft right turn. This curve leads into a section of moderate speed
hairpins as follows: 2 hairpins, a short straight, another hairpin,
another short straight, and a tight S bend leading into another
hairpin. On average, your speed through this section is between 120-
130 km/h.
Section 2: Akagi's S curves
- This is the beginning of Akagi's high-speed section. 2 long straight
sections connected by one hairpin. This section begins with a
moderate speed hairpin leading into a straight section. This
straight section brings your speed up and leads you into soft left
turning into a hard right hairpin. This brings us to the first long
straight sections of Akagi. This S curve section isn't difficult to
navigate since the road is somewhat wide. But, take caution because
right after the checkpoint is a hard right turn. And if you didn't
slow down, you just raped the wall.
Section 3: High-speed straight-aways
- This section of Akagi is mostly speed. However, you may lose time
here if you're not careful with your handling. If you didn't take
the very first hairpin right, then you've already lost tons of
speed. After the first hairpin is a short curvy straight leading to
another hairpin. This will bring you to another straightaway section
of Akagi. At the end if this straight section is couple of high-
speed corners leading into a short straight and a right hairpin
curve.
Section 4: Akagi's 5 hairpins
- This section begins with a soft left curve that leads into Akagi's
final straight section. If you kept a high pace up until this point,
you should be going through this section of soft S curves at full
speed. At the end of this section is Akagi's 5 consecutive hairpin
curves. Unlike Akina's consecutive hairpins, these are wide. No
braking is necessary. The most you need to do to clear this section
is let off the accelerator, but the road is wide enough for you to
clear this section in high speed.
6.2. Uphill:
_______________________________________________________________________
Average course time:
- 2'25"xxx
Section 1: Akagi's 5 hairpins
- The hillclimb begins with Akagi's 5 consective hairpins. These can
be taken at full throttle with the right angle. Your speed should be
around 135-140 km/h and you should exit the final one at a steady
140 km/h. From this point, you'll be on Akagi's first long
straightaway that will lead you in into the second section.
Section 2: High-speed straightaways
- Akagi's second section begins with a short straightaway that will
bring up your speed to take a moderate speed left hairpin. For this
corner, you will have to slow down to about 130 km/h to clear it,
and this will lead you into yet another straight section. At the end
of this straight section is a soft right hander leading into another
short straight to a moderate left haipin curve. After clearing these
two corners is yet another straighaway leading you into another
right hairpin. Clear this hairpin and you'll be on a short straight
section leading into what looks like a turn, but is straight. It may
trick the eye, but continue to keep on the accelerator. Because
after straight is a hard left hairpin. Be sure to brake early so you
will be able to get the correct angle for the turn in. This tight
corner can be cleared at 120+ km/h if done just right. After this
begins section three.
Section 3: Akagi's S curves
- This is Akagi's second long straight section that builds up your
speed on the uphill. Make sure that your control is precise enough
for you not to rub any walls here. After this rather long
straightaway S curves is a hard left hander. This corner can be
taken by simply letting off the gas, but if you feel you're going
too fast you can take caution and brake. But, this corner can be
cleared at 125+ km/h if you take it at the correct angle. Clear this
corner, and you're lead to another straight section that will lead
you to a moderate speed right hairpin curve that brings you into the
fourth section.
Section 4: Low speed hairpins
- This steeps section is full of consecutive hairpins and S bends. You
should be at a steady 120 km/h if you didn't hit anything on the way
up. Clear this section and you are onto another straight section
leading you into a moderate speed right hairpin turn. This can be
taken at around 120 km/h but is a little strange to get the right
angle for if you don't know how to take it beforehand. After
clearing this final corner, you'll be on a full throttle
straightaway that will take you direct to the goal.
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7. Akina
=======================================================================
Home course advantage:
- Toyota Trueno GT-Apex (AE86)
- Subaru Impreza STi v. IV (GC8)
_______________________________________________________________________
7.1. Downhill:
_______________________________________________________________________
Average course time:
- 3'00"xxx
Section 1: Moderate speed straight-aways
- This section of Akina only has 2 major hairpins, both of which can
be cleared at speeds between 130-140 km/h if you take them
correctly. The course starts off just like Akagi. It begins with a
rather straight section leading into a hard curve. At the least, you
can clear this first hairpin at 125 km/h and at the most 140 km/h.
Upon clearing this corner you'll go through a straight section
leading you into a strange S curve. However, right after this curve
is a hard left hairpin corner. There are two ways to approach this
section:
1) Motion your car to the inside, aim your car to the outside and turn
in hard to make the turn. This method can be used for 'drift' cars.
2) Grab the gutter on the outside and turn in hard. This car can be
used for grip-style cars.
Either way you clear the corner, you can exit this corner at 135 km/h.
After clearing these two corners is a straight section leading you
to a soft right hander at the end of the first section.
Section 2: Akina's S curves
- This is Akina's first long straight section. It starts off with a
couple if tight hairpins. This two corners can be cleared at speeds
of 125-135 km/h. After clearing these two hairpins, you are brought
to the first section of Akina that can seriously make or break your
times: The S curves. You will first go though a straight section
(passing the skating rink on the left side) bringing you up to full
speed. You should be in top gear by this time and getting ready to
handle Akina's S curves section. It begins with a soft left bend
into a hard left bend. Then, you'll hit a soft right leading into
another hard left. If your control is precise enough, you can use
the gutters on the inside to help you turn. But, take caution,
because if you use the gutter too much, you'll rub the wall, losing
speed. After clearing these S curves, you'll go through a long curvy
straight that should bring your speed up even faster. After these
soft S bends is a hard right turn. This is where things get tricky.
This is where the first major gutter comes into play. Motion
outward, slow down to about 140 and turn in. If you got just the
right angle you should have dropped your tires into the inner gutter
and took the hairpin at about 135-140 km/h. If you took this corner
successfully, you should be entering section 3 at 150+ km/h.
Section 3: Akina's famous sequential hairpins
- This is the most famous part of Akina. The one section where Takumi
shows his true skills. And as for you, this is yet another important
section. One that will seriously cut your times if done just right.
This starts off with a long straight section leading into a left
hairpin. This hairpin isn't too difficult to clear since its exit is
wide. There are 3 lanes at the exit, so you can make a wide turn.
You don't have to do full braking for this turn since it's so wide,
and you can exit at full speed if done just right. Upon clearing
this section is another curvy straight section that will lead you
into Akina's trickiest section: the consecutive hairpins. On the
straight leading you to the first hairpin, there are 3 sets of speed
bumps. Use these as sort of a guideline to get your braking/turning
rhythm down. This is how I do it: 1st set) Prepare to slow your car
down 2nd set) Make sure that you downshift here. Between this and the
3rd set of speed bumps is where you should begin braking and
motioning your car towards the outside. If all went well, turn in
and see what happens. If you did it just right you can enter the
first hairpin no slower than 120 km/h. Remember to aim your car
towards the outside of the turn at the exit, of risk raping the
walls. The second hairpin can be rushed into at full throttle, but
if you didn't get the right angle, let up off the gas a little to
make it through the turn. Approach hairpin 3 just like hairpin 1.
Motion out, turn in (while just barely touching the gutter) and exit
on the outside of the turn. Finally, take the fourth hairpin just
like the second. If you made little to no errors, you should be able
to take the entire section of hairpins at 130+ km/h and entering the
final section at 140+ km/h.
Section 4: The home stretch
- This part of Akina is full of straight-aways, but not without a few
tricky parts. It begins with 2 moderate speed hairpins. Both of
which can be taken at high speed. You may have to let up off the
accelerator for the first turn if you were going at high speed out
of the sequential hairpins. After taking these 2 hairpin curves is a
moderate straight with a soft curve in the middle leading you into
yet another moderate speed right hander. No braking is needed for
this one, just let off the accelerator slightly. This will bring you
to Akina's long straight section bringing you high speed straight to
the goal. However, right before the short straight to the goal is a
tricky curve. This is yet another important gutter to use if you
want to have fast times on the downhill. Using the gutter here will
keep your speed up instead of making the turn by letting off the
gas. To approach this gutter, there is a blue sign on the left side
after taking the 'final hairpin' of the downhill (the corner where
Takumi overtook Ryosuke in the FC/AE86 battle) Make sure that you
are under this blue sign when you turn in hard. If you timed it just
right, you should have just gotten the right angle to touch the
inner gutter and speed yourself straight to the goal.
_______________________________________________________________________
7.2. Uphill:
_______________________________________________________________________
Average course time:
- 3'10"xxx
Section 1: Long straightaways
- The early section of the Akina hillclimb is made up of long
straighways leading you to a moderate speed left curve. This curve
can be taken at an average speed of about 130+ km/h after this is a
short straight to a right bend leading you into a couple hairpin
curves that should be taken at around 120 km/h each. For the first,
you may need to brake, and the second, which leads you to the
section section of the uphill, you can simply let off the gas if you
turned in at just the right angle.
Section 2: Akina's sequential Hairpins
- This is just about the trickiest part of Akina, for after this
section, there aren't that many difficult things to deal with. Just
as on the downhill, knowing how to use Akina's gutters in this
section will definitely improve your Time Attack. These can be taken
at around between 115-125 km/h if you used the gutters correctly. I
find that unlike the downhill, you may have to grab all 4 gutters if
you want to be able to blaze through this section. At the exit of
the 4th and final hairpin, you should be exiting at around 130+ km/h
if you didn't touch the walls too much (if at all). After clearing
the final hairpin in this section, you'll be on a long straightaway
leading you to a 3 lane road. At the end of this wide road section
is a moderate speed right hairpin. Slight braking may be done, but
just as on the downhill, this can be taken at around 140 km/h. After
this is another long straight section that will bring you to the the
third section
Section 3: Akina's S curves
- After a short straightaway at the beginning of this section will be
a somewhat tricky left hairpin corner. This hard left can be taken
at a steady 120-130 km/h if you use the gutter on the inside of the
turn. Swing your car out as close as you can before the turn, then
brake slighty, tap the gas and turn in. With any luck, you'll be
going full throttle into Akina's longest straightaway section. This
straightaway will bring you into Akina's S curves section. Not
anywhere as difficult to maneuver as it is on the downhill, just
rush in to them, and make sure to get as close to the apex of the
turn as possible when getting through here. After clearing these S
bends, you'll be on another straightaway (passing the skating rink
of the right hand side) that will bring up your speed for a couple
of tight hairpins. Brake somewhat early and make your way safely
through the first turn at about 120 km/h then drive the short
distance towards the second. For this one, simply let off the gas
and turn in, and you'll be in the final section of Akina's uphill.
Section 4: Moderate speed straightaways
- After clearing the third section, there's no need to worry about
anything difficult in this section. This final section begins with a
rather long straightaway building up your speed for a moderate speed
right hairpin. Brake for this corner and turn it at around no less
that 120 k/mh. After this is another short straight section leading
you into another moderate hairpin. Upon clearing this final corner
is the top of Akina, which is the goal after another straight
section.
=======================================================================
8. Happogahara
=======================================================================
Home course advantage:
- Honda Civic Type R (EK9)
- Honda Integra Type R (DC2)
_______________________________________________________________________
8.1. Outbound:
_______________________________________________________________________
Average course time:
- 2'30"xxx
Section 1: Snake bends
- You will begin the outbound version of Happo on a short straight
that will take you directly into what most Initial D players call
the 'snake bends'. It kicks off on a left-right curve into a short S
section into another sharp left-right curve. It is possible to make
it through here at without touching your brakes, but by simply
letting off the gas. After coming out of these snake bends, your
speed should still be climbing and you should be traveling at around
125-130 km/h. From this point you'll be on a section where you'll be
jerking your car left and right, but if you're precise enough
there's no need to slow down. You should be blazing through at full
throttle, until you come up to a couple of left S bends. You'll be
travelling on a short curvy section before you're taken into a
moderate left curve. For this, you can either do slight braking and
turn in or downshift and turn in. Either way, you shouldn't slow
down to more than 140 km/h. After clearing this corner, you will be
taken through another few snake bends which will keep you going at
full throttle into the second section.
Section 2: The 4 consecutive hairpins
- The road gets a little wider in this section, but still must be
taken with great precision and good timing if you want to run fast.
As in the last section, the snake bends will be broken with a
moderate speed left hander. As with the previous corner like it,
slow down to about 145 km/h and dive in. Upon clearing this corner,
you should be going full throttle with no worries. The road is
somewhat wide, so don't even think about letting off the accelerator
in these snake bends. You'll be taken to yet another moderate left
hander, but because the road is wide, you can rush in at full
throttle. From here is a short straight taking you to a moderate
right hander. It may look like it's easily taken, but make sure you
use the 'out-in-out' method to keep your speed up for what is the
most tricky part of the course: the 4 consecutive snake hairpins. As
with Akina's consective hairpins, it's 'out-in-out' through the
entire section. You can take these hairpins at an average of 85-105
km/h each. The fourth hairpin is the most difficult of them all
since there's no time to recover and take the turn. Just remember to
take the tightest line possible by turning in as close to the inside
as you can. After clearing the hairpins, you'll be on a straightaway
that will bring your speed back up as you enter section three.
Section 3: Moderate speed hairpins
- The third section is full of hairpins that can be taken at moderate
speeds. This section begins on a curved straight section (passing
over a bridge) You should be traveling at about 140 km/h (or
possibly more if you're fast enough) when you come up to a hard left
hairpin. It's possible to take this corner no slower than 125 km/h
and after a short straight you'll reach Happo's tunnel. This corner
taking you into the tunnel can be taken at about 120 km/h with
little to no difficulty as long as you hugged the outer wall before
you turned into the tunnel. After this tunnel ... MORE SNAKE
BENDS!!! Nothing to worry about in this section. As your speed picks
back up, you'll come across yet another S bend. Full braking is not
necessary, but you might have to tap the brake to make this S bend,
as you won't have time to recover when the left turn quickly turns
into a right bend into yet another hard (but slightly steep) left
hairpin. If you weren't careful and rubbed the walls, you'll be
crawling at a mere 100 km/h, but if you'd done it correctly, you
speed should be 120+ km/h and climbing as you take the following
hairpin (which can be taken full throttle). After these couple of
hairpins, you'll be taken to a few more S bends that will lead you
to the fourth section.
Section 4: Snake bends
- Upon entering the final section, you'll be in the midst of a few
more S bends before you reach the second set of snake bends (similar
to the first section) How will you know you'll be entering this
section? You'll take a left bend and pass under a street lamp. If
you didn't mess up too bad in the previous section, prepare yourself
for the next, as it will test your precision in driving once again.
To take this section safely, get into 4th gear (that is, if you
weren't already IN 4th gear) slow down to about 135 km/h and dive in
the first set of snake bends. It begins with some 'right-left-right-
left' curves which can be taken at no slower than 125-130 km/h. You
probably won't get this section down the first time, and you'll more
than likely slow down to about 115 km/h from raping the wall. But,
don't let that get you down, just continue to drive and handle these
snake bends just as you got through them in the first section. After
the four tight snake bends, you'll be on the snake rhythm once
again, that is, before hitting a moderate right hander. It can be
taken without the use of the brakes. Simply let off the gas and
continue. After that, you'll go through a vigorous set of snake
bends and come up to a lit right corner. Just as the previous right
hander you took, let off the gas and dive in. After that final
corner is the goal.
_______________________________________________________________________
8.2. Inbound:
_______________________________________________________________________
Average course time:
- 2'30"xxx
Section 1: Snake bends
- The inbound course begins with short straights interlaced with S
bends and moderate speed hairpins. Just as in Happo outbound, no
brakes are required in this section, just letting up off the gas to
clear certain areas. After clearing the snake bends section is a
short straight leading to a 'right-left-right-left' S bend
combination. This will take you into section 2.
Section 2: Moderate speed hairpins and S curves
- After passing the checkpoint upon entering section 2 you will come
across yet another section of S curves leading you into a short
straight that will build your speed up for a couple of moderate
speed hairpins. Braking isn't entirely necessary, as the first
hairpin can be cleared with your foot off the accelerator. Pick up
the gas after clearing the corner and you may need to hit the brakes
just a little to clear the next corner. If you didn't get the right
angle, your exit speed will be definitely slower than it should be.
You should be exiting this corner at 120+ km/h. if done right. This
will lead you into a moderate speed S curve section bringing you to
the straightaway that goes through the tunnel. Prepare yourself for
the tight left hander at the end of the tunnel, as you will most
likely be going full throttle through this section if you kept your
pace high. After clearing this hairpin is a moderate speed right
hander that can be cleared by slightly letting off the gas. Upon
clearing these corners is a curvy straight section leading to the
third section.
Section 3: the 4 sequential hairpins and the long straights
- This section begins with a long straight that will bring your speed
up. At the end of this straightaway is the dreaded corkscrew that is
Happo's 4 sequential hairpin. Remember to motion your car all the
way out and turn in hard on third gear. After clearing the first
hairpin, beware of the second as the angle of this hairpin is steep.
If you don't go out-in-out, you'll be rubbing the walls in this
corner. The third corner can be taken just as the first and you can
exit the fourth corner at full speed. You should shift into fourth
gear after you clear the fourth hairpin. After that, it's high speed
into the fourth section. This section of Happo is long straights
connected with soft S curves. Even though this section of the track
is mostly wide, near the end of this section are a few tight S
curves that will slow you down if you don't approach them with
caution.
Section 4: More snake bends
- This section gets narrower and tighter all the way to the end of the
course. It begins with a few S curves and leads you into the
consecutive snake bends that will take you to the goal. This S
curves section has a rhytmn of 'right-left-right-hard left' Just as
in the first section, you can clear this section with no braking,
just letting off the gas.
=======================================================================
9. Irohazaka
=======================================================================
Home course advantage:
- Mitsubishi Lancer Evolution III (CE9A)
- Mitsubishi Lancer Evolution IV (CN9A)
_______________________________________________________________________
9.1. Downhill:
_______________________________________________________________________
Average course time:
- 2'45"xxx
Section 1: Straightaways
- The course begins with a high speed straightaway that will build
your speed up and lead you into the first hairpin of the course.
Just remember to brake early to get the right speed for this first
hairpin. If not, you will rape the wall and slow down. With any
luck, you'll be exiting this corner at 105+ km/h. Another short
straight leads you into the second hairpin of Iroha and into another
curvy straight section. That's it. Section one is done.
Section 2: Mid-speed hairpin curves
- This is where the course starts to get serious. It starts off with a
tight curve leading you into a steep hairpin. Just as in the first
hairpin of section one, if you didn't take it right, you'll slow
yourself down bad. After this tight hairpin are 7 hairpins, each
connected by a short straight. The pattern is basically 'speed up-
brake-downshift-turn'. But, you must remember to take the hairpins
as tight as possible if you want to be fast on this course. Make
sure that when you turn in, your car is as close to the inner wall
as you can. How would you know that? You're driving over the white
road paint. Anyway, you should clear each hairpin at 90+ km/h and be
in the 100 km/h range throughout each straight section. On the final
hairpin of this section, you don't need to brake since the road is
wide. You can take this last hairpin at 100+ km/h if you get just
the right angle.
Section 3: "Special line strategy"
- This is the section where Kai Kogashiwa cuts corners with his SW20
on the '33rd corner of Irohazaka' (that's the real life number of the
corner, but in this game it's about the 13th hairpin of the course).
This section begins with a mid-speed hairpin and then a straight
leading into a wide left turn. No braking is necessary as this
section will bring your speed up leading you to the first corner for
jumping. How will you know this is the jumping corner? On the
straightaway before this section, you will notice that on the left
side after the 2nd hairpin of section 3 there is a little red
building. This is the sign that will remind you that there's a jump
up ahead. Also, it's easy to see since this is the first REALLY wide
corner of the downhill. Slow down and turn in hard aiming your car
over the small patch of ground that the guardrail doesn't cover.
Most people miss this as they don't slow down soon enough, but with
good timing, you'll be able to master this corner. After clearing
the first jump you'll be on a short curvy straight taking you to a
couple tight hairpins. This is the one section that can make or
brake you on this course: four consecutive jumps. Take this section
in 3rd gear and swing out wide just as you would on the hairpins on
Happogahara outbound. Your speeds should be between 60-90 km/h.
Beware not to turn in too soon or risk crashing into the guardrails.
Take these corners with caution. It's much better to miss the jump
than try to jump and ram a guardrail. After the fourth jump is a
short straight to the final jump. The final jump is located at the
final hairpin before the beginning of the fourth section. It's not a
big jump like any of the others, but if you take the hairpin tight
enough, your can see how your car angles down from the steep corner.
After clearing the last jump is a straight that leads you into the
fourth and final section.
Section 4: The 3 bridges
- This section has 7 hairpins that you approach in couples. Like
section 3's four sequential hairpins (the jumping section), the
hairpins are linked to each other. 2 hairpins, a straight, 2
hairpins, another straight, 2 hairpins, another straight and a
hairpin leading you into the long straight to the goal. If you were
in a battle, here is a useful tip for passing up your opponent.
Right before the first bridge is a short gutter. Just as in Akina,
you can use the gutter to your advantage. If your opponent was
blocking you off until this point in the match, you can use the
gutter to assist you in passing your rival. The gutter provides you
with enough leeway for you to squeeze buy and (with any luck) smoke
your opponent before you reach the goal. No real tips in this
section, just pure speed.
_______________________________________________________________________
9.2. Reverse:
_______________________________________________________________________
Average course time:
- 2'55"xxx
- I, myself, don't play Irohazaka's uphill all that much (in any case,
who does? I'd like to know, email me with any tips you have) Anyway,
Approach this course as you would any other course on the uphill.
The best tip I can give is that you should be cautious when taking
corners on this stage as it is so steep that your vision of the road
on the uphill is limited.
=======================================================================
10. Myogi
=======================================================================
Home course advantage:
- Nissan Skyline GT-R V-spec II (BNR32)
- Honda Civic (EG6)
_______________________________________________________________________
10.1. Downhill:
_______________________________________________________________________
Average course time:
- 2'25"xxx
Section 1: Beginning straightaway
- This first section of the downhill is mostly straight with a few
soft turns. If you make no mistakes, you can take this section at
full throttle. The most you would need to do in this section is let
off the gas a bit, but for the most part you'll be speeding
downhill.
Section 2: Wide straight section
- This part of the course has tighter turns than the first section, so
you may need to let off the gas quite a few times in this section.
Still, no braking is necessary. After the soft S curves section is a
moderate straightaway leading to the third section.
Section 3: Steep straightaway section
- Section three begins on a moderate hairpin curve. In this section
the downhill gets steeper and the straightaways get longer, making
it a little more difficult to take corners as easy as you did in the
earlier part of the track. Nothing to worry about, as the majority
of this section is more straightaway, anyway.
Section 4: High speed straightaway
- There is only one major turn in this section that you need to worry
about. It can be taken without braking, but if you think you're
going too fast you may need to. But, this section is high speed all
the way to the goal.
_______________________________________________________________________
10.2. Uphill:
_______________________________________________________________________
Average course time:
- 2'30"xxx
Section 1: High speed straightaway
- The course begins with a long straightaway that will build you speed
up for the uphill. When you get near to the end of this long
straight section are some S curves that may slow you down if you
don't take it the right way. These can be taken at high speed, but
to be safe you should let off the gas through this section.
Section 2: S curves section
- This section is steep, making handling the S curves somewhat tricky.
Again, braking is not necessary, but if needed, it's an option. The
S curves don't seem to be to difficult to maneuver, but because
you're on a steep slope you will lose speed if you hit the wall.
Section 3: More S curves
- As the mountain begins to get steeper, the turns get a little
trickier to navigate this section is full of soft S bends. These can
be cleared at high speed if you take the appropriate drive line.
Section 4: Steep straightaway section
- This is the top of Myogi. The S curves in this section get somewhat
tricky as your reach the top of the summit. As before, you won't
need to brake, but you can to be on the safe side. When you get
close to the goal, you may need to brake in the final corner before
the short straight that leads you to the goal. It may not seem like
it's that tight of a corner, but you will lose speed or hit the wall
if you entered it at the wrong angle. Slight braking may be
required. But, after this turn, the goal is in sight.
=======================================================================
11. Usui
=======================================================================
Home course Advantage:
- Nissan Sileighty (RPS13)
- Nissan Silvia K's (S13)
_______________________________________________________________________
11.1. Downhill:
_______________________________________________________________________
Average course time:
- 4'00"xxx
Section 1: High speed S curves
- This section begins with tight S bends from the getgo. Imagine
Happogahara's S curves sections, except it's full of blind corners.
There are moderate speed turns in the beginning that lead to the
first blind corner. This blind corner comes after a short
straightaway that brings up your speed. While it may look like your
supposed to turn right, it's actually an S bend that goes straight.
If you didn't know that beforehand, you've already hit the wall.
After this tricky corner begins a section full of consecutive 'left-
right' S curves with a couple of hard left hairpins interlaced in
the combination of bends. Navigating this section isn't as difficult
as the rest of the course, but if you're not careful you'll be
running into the wall a lot. However, with any skill you should be
traveling through this section at 120+ km/h.
Section 2: The terror of Usui
- This is the first seriously tricky part of the course, as there are
few corners that trick your eye. It starts off with a curvy high
speed section leading you into even more S bends. Then, you'll come
across a short straight section that will lead you into more S
curves. In this section is yet another trick corner. You will come
across a soft left turn that appears to turn left, but this turn
quickly goes right and into a steep high speed downhill S curve. If
you didn't know about this before hand (as I did the first time out)
you'll hit the wall and your car will be crawling in this section.
After the S curves is a steep straightaway section that lead to the
one last hairpin before the third section. It seems like it's an
easy corner to take but rubbing the wall will cause you to slow
down.
Section 3: C-121
- The famous wide corner that is C-121 is in this section after a long
straight section that will bring you up to full speed (that is, if
you didn't slow down too much in the second section). This is the
only part of the course where the road is wide, but that doesn't
matter since this parts is mostly straight. After the long straight
is Corner 121, the famous corner that the AE86 of Akina kept up with
Usui's own Impact Blue. In this game, it doesn't have any real
significance, but it acts as sort of a warning for the tight right
hairpin at the end of the straight section. You may not see the
right turn since you are going to fast, but as soon as you see the
guardrail end, you should begin your braking. This corner can be
cleared at 100+ km/h if you did it just right. After this tight
hairpin is yet another section of tight S curves in succession. Do
not brake if you expect to get good times on this section. This S
curve section serves as a taste of what's to come in the fourth
section. If you have the skill, this section can be take at speeds
of up to 120+ km/h but on average, you'll make your way through this
tricky section at 110-115 km/h.
Section 4: Narrow S curves
- Yes, more S curves. In this final section, the road is the narrowest
of the entire course. It's full of blind corners and S bends. If you
can handle Happogahara, then this course should feel somewhat
similar in rhythm. There are a few straight sections here to bring
up your speed, but you'll only find yourself running into more
consecutive S bends. When you get to the base, there are 4 tight S
curves right before the goal, if you didn't touch the walls too
much, you should reach the goal with at least 100+ km/h. A very
difficult to master course, but with any luck you'll be able to cut
your time to under 4 minutes.
_______________________________________________________________________
11.2. Uphill:
_______________________________________________________________________
Average course time:
- 4'10"xxx
Section 1: Narrow S curves
- Just as on Happogahara outbound/inbound, the course starts off with
tight snake bends in a combination of 'left-right' turns. After
these S bends is a steep straightaway section with moderate speed
curves that can be cleared at full throttle. As you drive the uphill
you'll come across one tight left hander that can slow you down a
lot if you didn't know how to approach the turn. Because this
section of the course is so narrow, you'll find it very difficult to
blaze through this section at high speed, but it is possible.
Section 2: C-121
- The S curves from the first section continue in this section leading
you to another curvy straightaway. This curvy straightaway is a soft
right bend into a tight left turn leading into yet another
straightaway. In the following section it's vice versa: a soft left
bend into a hard right corner. Following that is another small set
of S bends leading you into the straight that will take you to C-
121. After clearing C-121, you will come across a wide high speed
straightaway that will take you all the way to section three.
Section 3: The terror of Usui
- This section begins with a steep straightaway leading into a steep S
curve. With any luck, you should clear this corner at 100+ km/h and
it will take you to a long straight section that will take you to
another steep S curve. After this S curve is yet another steep
straightaway. This steep straight will turn into a right bend and
take you to a set of S curves. After these S curves is a short and
curvy straight section that will take you to the fourth and final
section.
Section 4: High speed S curves
- The final section begins with a high speed straight that will take
you into a couple of hard S curves. After these S curves, you will
be on a S bend section that will build your speed and take you
straight to the course's end. As the course gets steeper, the
straightaways will get shorter and the S curves will get tighter.
Close to the end of the course is a tricky S bend where you must do
somewhat of a 'swaying drift' motion to clear it. How to do that?
Bear to the left and try to visualize the exit of the corner. You
want to be able to find the straightest line possible as this blind
corner will throw you off. If you don't clear this corner correctly,
you will slow down and your time will be effected greatly because of
the steepness of the hill. After another short straightaway, there
will be a few more moderate speed S curves, and the goal is in site.
=======================================================================
12. Shoumaru Pass
=======================================================================
Home course advantage:
- Toyota Levin GT-Apex (AE86)
- Suzuki Cappachino (EA11R)
_______________________________________________________________________
12.1. Outbound:
_______________________________________________________________________
Average course time:
3'10'xxx
Section 1: The hillclimb
- This first section of Shoumaru Pass begins on the uphill with a few
S curves. While it may not seem too difficult, if you're not careful
you'll end up being 5 or 10 seconds slower than you should be in
this section. After a few moderate S curves, you'll come across one
of 4 major hairpins on this course. While you shouldn't be going any
faster that 155 km/h on this section, you'll need to take some
caution in approaching this corner, for hitting the wall will cause
you to slow down to around 85 km/h. But, with any luck, you'll be
through the corner at a steady 90 km/h. After this hairpin is a
continuous combination of S bends leading you all the way into
section two.
Section 2: The downhill
- The beginning of section two is actually the top of Shomaru. From
this point on you will begin to pick up speed, and the course
becomes somewhat tricky. Upon entering section two is a key land
mark. On the right hand side is a building. It is this section where
the road is wide. What does that mean? Had you been in a battle,
this is one section where it is safe and easy enough for you to
overtake your opponent. If you can't pass your opponent on this
point, there are other chances on this narrow road, but your
technique and timing must be more precise. Anyway, after passing
this building the downhill begins. Once you get your rhythm down,
this section is a piece of cake. It's not too curvy, but you will
need to know how to approach each curve if you want to fly through
this section at high speed. With little to no mistakes, you can hit
speeds of up to 130 km/h if you're good enough. Mid-way through this
section is a hard right hairpin that will throw your rhythm off if
you're not careful. This corner can be taken at around 90+ km/h. You
must take caution here as you may miss this corner because it is so
well disguised into the rest of the section. After that, more S
curves will lead you into the third section.
Section 3: Tricky section
- Section 3 is host to a tricky set of hairpins. Upon entering the
third section, you'll run into a set of tight S curves. After this,
you'll be on a rather straight S bend section that will build up
your speed for what is ultimately the trickiest part of the course:
2 consecutive right hairpin curves. This part will definitely slow
you down if you don't know how you should approach them. Brake early
and turn in at around 85-90+ km/h and you should do fine. Because
you will be going somewhat fast, you must take this area with
caution, but after clearing these two corners, you should be fine
and the S curve rhythm resumes once again for the remainder of the
course.
Section 4: High speed to the goal
- By this time you will pick up speed as the steep downhill continues.
If you were in a battle and you didn't pass your opponent up by this
point, consider yourself the loser, as it is very difficult to find
an opening on this section of the course. The road is narrow and the
goal is in sight, so if you are behind expect to be blocked by your
opponent until you reach the goal.
_______________________________________________________________________
12.2. Inbound
_______________________________________________________________________
Average course time:
3'10'xxx
Section 1: The hillclimb
- Unlike the outbound version of the course, the inbound's uphill is
three sections long, whereas the uphill of the outbound course is
only one section long. In story mode, this is difficult because you
must lead Akiyama Wataru through the entire run and if he passes
you, it's curtains. The most difficult aspect of taking the uphill
is deciding your speed in each section. Because this course is so
narrow and tricky, it's very difficult to judge which corners you
brake at, which ones you let off the gas for, and which ones you can
take at full throttle. At best, you can take this section at speeds
of up to 110 km/h without rubbing the walls and guardrails. But,
touch the sides even once and you won't be going any faster than 95
km/h.
Section 2: Tricky section
- As Shoumaru begins to get steeper, the turns get tighter and
trickier in this section. This section begins with an S curve
section leading you with two sequential left hairpin curves. These
hairpins must be approached with caution, as the turns themselves
are not visibly obvious. They look just like any of the twists you
come across on this course, but if you want to take them correctly,
then slow down to about 75 km/h at the least, and turn in hard. Just
don't let your rear go out and tap the wall. Tapping the wall on the
uphill course with COMPLETELY slow you down. Anyway, after clearing
these two tricky corners is another S curve section that will lead
you straight on to the third section.
Section 3: Shoumaru's Peak
- This is the steepest part of the uphill, as we draw near to
Shoumaru's peak, you'll find that things will get somewhat tricky
since the angle of each of the curves gets so high. On your way to
the top, you'll be running into yet another curvy S bend section
that will lead you to the third major hairpin of the match. This one
can be cleared at around 80+ km/h and after this is another S curve
section that will bring you into the wide section at the peak of the
hill. After this, section four begins.
Section 4: The downhill
- You've come this far, now it's all speed towards the goal. As narrow
as this section is, you should have no trouble navigating Shoumaru
pass' downhill section, since unlike the outbound version of the
course, there's only one section of downhill. As soon as you pick up
speed, you'll be blazing through a slur of S curves and soft bends
in the typical 'left-right-left-right' pattern bringing you into a
moderate speed right hairpin. This can be taken at a speed of about
85+ km/h and after another curvy S bend section, the goal is ahead.
=======================================================================
13. Momiji Line
=======================================================================
Home course advantage:
- Mazda Roadster S Special (NA6CE)
- Nissan Skyline 25GT Turbo (ER34)
_______________________________________________________________________
13.1. Downhill:
_______________________________________________________________________
Average course time:
2'40"xxx
Section 1: Gentle downhill slope
- This section of the track is mainly straight, but not without a few
curves in between. Momiji's downhill begins with a section of soft S
curves leading you into a moderate right bend that can be taken at
full speed if taken at the correct angle. The road is wide, so it
it's possible to go full throttle into this section without the
worry of hitting the walls. This leads into another straight
section. Take this section at your best pace, because it will bring
you up to speed for the only hard turn in this section. The speed
you gain in the S curves will bring you to a steep hard left turn.
Brake early and downshift to take this corner at decent speed. With
any luck you will have exited this corner at over 105 km/h if done
correctly. This will lead you into a straight section bringing you
to section 2.
Section 2: Steep S curves
- As the second section begins, you should be heading into it full
speed. It starts off with a couple of S bends in a 'right-left-
right-left' sequence, which can be taken at full throttle. No brakes
are necessary in this section as you will be heading into a
straightaway. This straightaway should bring your speed to about the
130s and will make the next section very difficult to navigate,
especially if you didn't know what was coming beforehand. This is
where Momiji gets steeper and the turns get trickier. It begins with
a soft left bend bringing you into a right C curve. If you took this
C curve at high speed, get ready to brake as you will come across a
the steep S curve. In this section is Momiji's secret. Just as on
Akina, there are gutters on the side of the road. And just like on
Akina, you can use these to your advantage. The biggest difference
bewtween Momiji's gutter and Akina's gutter is that these are used
as more as a stablizer for your car rather than a means of turning
faster. By aiming your front end into these gutters in the steep S
curves, you can keep from veering outward. However unlike Akina,
where going full throttle into these gutters will indefinitely
increase your cornering speed, the gutters on Momiji line are deep.
So if anything, your speed will decrease if you didn't use them
correctly. Also, if you're trying to pass an opponent, this will act
as a leeway giving you space enough on the inside to pass by your
rival safely (just like in Takumi's battle against the Roadster) The
road in this S curves section is wide, so there should be no need to
do full braking. After this S curves section is section 3.
Section 3: High speed S curves section
- This section begins with some mild S curves leading you into a
straight and another S curve. After this is a high speed
straightaway section bringing your speed up for yet another section
of tricky S bends. Because the mountain pass is steep you build a up
a lot of speed running through this section. But, it can be taken at
full speed if you take the right line. Unlike other mountain passes,
this S curve section should be taken gently as your tends to lose
traction on the downhill. If you turn in too hard, you won't be able
to countersteer in time and sway the weight of your car into the
next oncoming S curve. By turning in too much, you'll rub the wall
and slow down to about 80 km/h and it will be VERY difficult for you
to pick speed back up. This S curve section will bring you into the
final part of Momiji.
Section 4: steep high speed straightaways
- Section four begins on a soft right bend leading you into a hard
left curve. This can be taken at full speed and it will bring you
into another rather straight section of Momiji line. This straight
section leads into another section of gentle S curves bringing your
speed up until a hard left curve that can be taken at full throttle
if your rhythm was right. If you were off rhythm just slightly you
may have scraped the wall on this wide road. But, after the hard
left is a straight gentle S curve section. At the end of this
straight section is a hard right bend and the goal.
_______________________________________________________________________
13.2. Uphill:
_______________________________________________________________________
- under contruction! -
=======================================================================
14. Enna
=======================================================================
Home course advantage:
- Honda Civic Type R (EK9)
- Honda Integra Type R (DC2)
_______________________________________________________________________
14.1. Downhill:
_______________________________________________________________________
Average Course time:
- 2'40"xxx
Section 1: High speed downhill
- The race down Enna's steep downhill begins with a long straight
section. No braking is necessary. Just speed through this section at
high speed. There are a few moderate bends, but nothing to slow down
and brake for. Your speed should be at about the 125 range when you
come across the first of Enna's major corners. For this left hander,
simply tap the brake, downshift and turn in somewhat close to the
inner wall. The corner is wide, but because the mountain is steep,
taking the wrong line may veer you into the outer guardrail. You can
easily take this corner at 120+ km/h if you do things right. After
this, you will enter the second section.
Section 2: The First Corner of Death
- The second section of Enna's downhill is no trickier than the first
section. The downhill only gets steeper from here, with a few more
moderate S bends, but still nothing to worry about. You'll be
building up speed for Enna's second major hairpin curve: A VERY
STEEP right hander. DO NOT turn in too hard or risk rubbing the
inner wall and slowing down to a crawl. Just do what you did in the
first section. Tap the brake and downshift, and let up off the gas a
little. But, this time, DO NOT turn in hard. Instead, turn in
slightly and slowly. It IS possible to take this turn at the 120+
km/h range if you took it correctly. That's about the most difficult
part of this section as another straight section will take you to
section three.
Section 3: Full throttle section
- Not too difficult to get through. This part of the course is very
much simliar to the first section. Upon entering section 3, you'll
have built up speed for this section. You'll begin on a straightaway
that leads to a soft left hander. From here, you'll build up more
speed as you go full throttle through this section. As you drive
along, you'll notice the 2 lane road change to a one lane road. This
is your warning for a left hander very similar to the first major
turn of the course. Slow down to no less than 120 and turn in hard.
Not much else to worry about in this section after this curve. Just
continue to maneuver through the soft S curves that will bring your
speed back up for the final section.
Section 4: The Second Corner of Death
- This is already the home stretch. All I can say is continue on the
steep downhill as you'll be heading full throttle into the hardest
and final corner of the course. This right hander will slow you down
if you don't know how to get through it right. This last right
hairpin isn't a tight turn at all, but is very steep. If you have
good vision you'll be able to see the entire corner and possibly
anticipate how to approach it. No need for full braking but still
slow down to take the corner. If done right, this corner can be
taken 125+ with the correct driveline. The key to this corner is
hitting the apex. Stay on the outside at the corners entrance, and
just turn in rather smoothly. If you turn in too hard or too soft
thought, it will slow you down in a MAJOR way for the course's final
straightaway. After this right hander are yet more gentle S curves.
Sometime after the corner is a really soft left hander. Other than
that, you have nothing to worry about by going full throttle into
the goal.
_______________________________________________________________________
14.2. Uphill:
_______________________________________________________________________
- under construction! -
=======================================================================
15. Links
=======================================================================
http://www.segarosso.com/INITIALD/
This is Sega Rosso's official website for their Initial D games. Here
you can post your Time Attack records on the internet rankings as well
as find information on the characters, cars, and mountain passes in
Initial D, not to mention information on each game's different game
modes.
http://www.initialdx.vze.com/
This is Initial D Xtreme. This is, by far, one of the best fan sites on
the web serving you all kinds of Initial D goodness. You can sample
MP3s, download some cool wallpaper and even some translations of the
manga. Also, I wrote their Initial D episode summaries (which I'm still
working on)
http://www.geocities.com/go2initiald/
Initial D World. Another Initial D fansite worth looking at. Even has
some drifting information if you're interested.
http://www.tokyopop.com/
EVIL!! THIS is Tokyopop's official webisite. As if it matters to me,
anyway, maybe it matters to you. As many before me, I've sent hate mail
(both formal and informal) only to get a BS response. If you feel like
it, try sending them mail, but as if they listen anyway. Bastards.
jeffrokkz2k1@yahoo.com
My e-mail in the case you want to contact me =)
=======================================================================
16. Credits and Copyrights
=======================================================================
To Shuichi Shigeno for creating Initial D. May there be more Initial D
for many years to come.
To Sega and their Sega Rosso devolopment team for developing,
publishing and releasing Initial D Arcade Stage. If it wasn't for that
game we wouldn't have this game.
To Sega of America for bringing Arcade Stage versions 1 and 2 out in
North America.
To GameFAQs for accepting my FAQ
To ViperMask for letting me add his "**** TOKYOPOP!!" rant from his FAQ
to my FAQ
All manufacturers, cars, names, brands and associated imagery featured
in this game are trademarks and/or copyrighted materials of their
respective owners.
All rights reserved.
Printing and reproduction of this document without permission is
prohibited. If you want to use this in your website (or whatever else
you may want to do with it), e-mail me at jeffrokkz@yahoo.com
Copyright 2003