METROPOLIS STREET RACER: DRIVING GUIDE

by

Wolf Feather/Jamie Stafford
FEATHER7@IX.NETCOM.COM


Initial Version Completed: November 15, 2002
FINAL VERSION Completed:   December 1, 2002

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CONTENTS
Spacing and Length
Permissions
Introduction
Kudos
Acquiring Cars
Events
Music
Gameplay Strategies
Racing Tips: Braking
Racing Tips: Cornering
Racing Tips: Wet-weather Racing/Driving
Driving Instructions Preview: The Cities
Driving Instructions Preview: The Notes
London: St. James' Park: Short: Queen Victoria Memorial
London: St. James' Park: Short: Buckingham Gate South
London: St. James' Park: Short: Buckingham Gate North
London: St. James' Park: Short: Great George Street East II
London: St. James' Park: Short: King Charles Street West
London: St. James' Park: Short: House Guards East
London: St. James' Park: Short: St. James' Park West
London: St. James' Park: Short: Great George Street East
London: St. James' Park: Short: St. James' Park Bridge North
London: St. James' Park: Short: Birdcage Walk West II
London: St. James' Park: Short: Great George Street West
London: St. James' Park: Medium: St. James' Park West II
London: St. James' Park: Medium: House Guards South II
London: St. James' Park: Medium: St. James' Park North
London: St. James' Park: Medium: Birdcage Walk East III
London: St. James' Park: Medium: Birdcage Walk East II
London: St. James' Park: Medium: Cabinet War Rooms North
London: St. James' Park: Medium: House Guards North
London: St. James' Park: Medium: The Cenotaph North
London: St. James' Park: Medium: St. James Bridge South
London: St. James' Park: Medium: House Guards South
London: St. James' Park: Medium: Birdcage Walk West III
London: St. James' Park: Long: Birdcage Walk West
London: St. James' Park: Long: The Mall East
London: St. James' Park: Long: Whitehall South
London: St. James' Park: Long: St. James Challenge
London: St. James' Park: Long: The Mall West IV
London: St. James' Park: Long: Parliament Street South
London: St. James' Park: Long: The Forthcourt South
London: St. James' Park: Long: Birdcage Walk East
London: St. James' Park: Long: Parliament Street South II
London: St. James' Park: Long: St. James Circular
London: Trafalgar: Short: Charing Cross Road South
London: Trafalgar: Short: Lekester Square North
London: Trafalgar: Short: Nelson's Column South
London: Trafalgar: Short: Trafalgar South
London: Trafalgar: Short: Nelson's Column North
London: Trafalgar: Short: St. Martins North
London: Trafalgar: Short: Strand North
London: Trafalgar: Short: Trafalgar East
London: Trafalgar: Short: Cockspur Street East
London: Trafalgar: Short: Pall Mall East II
London: Trafalgar: Medium: The Mall West V
London: Trafalgar: Medium: Admiralty Arch East
London: Trafalgar: Medium: Pall Mall West
London: Trafalgar: Medium: St. Martins North II
London: Trafalgar: Medium: Pall Mall East
London: Trafalgar: Medium: Regent Street South
London: Trafalgar: Medium: Trafalgar Challenge
London: Trafalgar: Medium: Regent Street South II
London: Trafalgar: Medium: Charing Cross East
London: Trafalgar: Medium: Coventry Street West
London: Trafalgar: Long: Irving Street East
London: Trafalgar: Long: Regent Street North II
London: Trafalgar: Long: Regent Street South II
London: Trafalgar: Long: The Mall West III
London: Trafalgar: Long: Regent Street North
London: Trafalgar: Long: Charing Cross Road North
London: Trafalgar: Long: The Mall East II
London: Trafalgar: Long: The Mall West II
London: Trafalgar: Long: Trafalgar Circular
London: Westminster: Short: Parliament Square Circular
London: Westminster: Short: Parliament Square West
London: Westminster: Short: Parliament Square South
London: Westminster: Short: St. Thomas' North
London: Westminster: Short: Lambeth Bridge East
London: Westminster: Short: Houses of Parliament South
London: Westminster: Short: A23 West
London: Westminster: Short: Parliament Square West II
London: Westminster: Medium: Milbank South
London: Westminster: Medium: Parliament Square East
London: Westminster: Medium: Westminster Bridge East II
London: Westminster: Medium: Lambeth Palace Road North
London: Westminster: Medium: Lambeth Bridge West
London: Westminster: Medium: Westminster Bridge East
London: Westminster: Medium: Westminster Challenge
London: Westminster: Long: Bridge Street West
London: Westminster: Long: Old Palace Yard North
London: Westminster: Long: Westminster Bridge East IV
London: Westminster: Long: Westminster Bridge East III
London: Westminster: Long: New Palace Yard South
London: Westminster: Long: Abingdon Street South
London: Westminster: Long: Westminster Circular
San Francisco: Fishermans Warf: Short: Jones South
San Francisco: Fishermans Warf: Short: Columbus North
San Francisco: Fishermans Warf: Short: Beach East
San Francisco: Fishermans Warf: Short: Francisco West
San Francisco: Fishermans Warf: Short: Leavenworth South
San Francisco: Fishermans Warf: Short: Embarcadero East III
San Francisco: Fishermans Warf: Short: Jefferson East
San Francisco: Fishermans Warf: Short: Taylor South II
San Francisco: Fishermans Warf: Short: Taylor South
San Francisco: Fishermans Warf: Short: Taylor North II
San Francisco: Fishermans Warf: Medium: Jefferson West III
San Francisco: Fishermans Warf: Medium: Embarcadero East II
San Francisco: Fishermans Warf: Medium: Jefferson East II
San Francisco: Fishermans Warf: Medium: Francisco East
San Francisco: Fishermans Warf: Medium: Beach East III
San Francisco: Fishermans Warf: Medium: Beach East II
San Francisco: Fishermans Warf: Medium: Embarcadero East
San Francisco: Fishermans Warf: Medium: Taylor North
San Francisco: Fishermans Warf: Medium: Leavenworth North
San Francisco: Fishermans Warf: Medium: Hyde North
San Francisco: Fishermans Warf: Long: Jefferson West V
San Francisco: Fishermans Warf: Long: Hyde North III
San Francisco: Fishermans Warf: Long: Jefferson West
San Francisco: Fishermans Warf: Long: Fishermans Challenge
San Francisco: Fishermans Warf: Long: Jefferson West IV
San Francisco: Fishermans Warf: Long: Fishermans Warf East
San Francisco: Fishermans Warf: Long: Hyde North II
San Francisco: Fishermans Warf: Long: Embarcadero West
San Francisco: Fishermans Warf: Long: Embarcadero West II
San Francisco: Fishermans Warf: Long: Fishermans Circular
San Francisco: Financial District: Short: Washington East
San Francisco: Financial District: Short: Pine East
San Francisco: Financial District: Short: Washington West III
San Francisco: Financial District: Short: Davis South
San Francisco: Financial District: Short: Merchant East II
San Francisco: Financial District: Short: Merchant East
San Francisco: Financial District: Short: Pine West
San Francisco: Financial District: Short: Market South
San Francisco: Financial District: Short: Davis North
San Francisco: Financial District: Short: Washington East III
San Francisco: Financial District: Short: Washington East II
San Francisco: Financial District: Short: Market South II
San Francisco: Financial District: Medium: Embarcadero North
   IV
San Francisco: Financial District: Medium: Embarcadero South
San Francisco: Financial District: Medium: Pine East
San Francisco: Financial District: Medium: Davis North II
San Francisco: Financial District: Medium: Stuart South
San Francisco: Financial District: Medium: Embarcadero North
   II
San Francisco: Financial District: Medium: Sansome South II
San Francisco: Financial District: Medium: Sansome North V
San Francisco: Financial District: Medium: Sansome South III
San Francisco: Financial District: Medium: Sansome South
San Francisco: Financial District: Medium: Market West II
San Francisco: Financial District: Medium: Embarcadero North
San Francisco: Financial District: Long: Stuart North
San Francisco: Financial District: Long: Sansome North IV
San Francisco: Financial District: Long: Market West
San Francisco: Financial District: Long: Sansome North
San Francisco: Financial District: Long: Market East
San Francisco: Financial District: Long: Financial Challenge
San Francisco: Financial District: Long: Davis South II
San Francisco: Financial District: Long: Sansome North II
San Francisco: Financial District: Long: Sansome North III
San Francisco: Financial District: Long: Embarcadero North
   III
San Francisco: Financial District: Long: Financial Circular
San Francisco: Pacific Heights: Short: Octavia North II
San Francisco: Pacific Heights: Short: Jackson East
San Francisco: Pacific Heights: Short: Vallejo East
San Francisco: Pacific Heights: Short: Pacific East II
San Francisco: Pacific Heights: Short: Otvaia South II
San Francisco: Pacific Heights: Short: Buchanan North
San Francisco: Pacific Heights: Short: Octavia South
San Francisco: Pacific Heights: Short: Gough South
San Francisco: Pacific Heights: Medium: Octavia North
San Francisco: Pacific Heights: Medium: Washington East IV
San Francisco: Pacific Heights: Medium: Washington West
San Francisco: Pacific Heights: Medium: Buchanan South
San Francisco: Pacific Heights: Medium: Jackson East II
San Francisco: Pacific Heights: Medium: Broadway West
San Francisco: Pacific Heights: Medium: Buchanan South II
San Francisco: Pacific Heights: Medium: Pacific Challenge
San Francisco: Pacific Heights: Long: Pacific East
San Francisco: Pacific Heights: Long: Gough North II
San Francisco: Pacific Heights: Long: Washington West II
San Francisco: Pacific Heights: Long: Jackson West
San Francisco: Pacific Heights: Long: Gough North II
San Francisco: Pacific Heights: Long: Gough North III
San Francisco: Pacific Heights: Long: Webster North
San Francisco: Pacific Heights: Long: Pacific Circular
Tokyo: Asakusa: Short: Shin-Nakamise Kita
Tokyo: Asakusa: Short: Eki-Iriguchi Minami
Tokyo: Asakusa: Short: Chikatetsu-Noriba Minami
Tokyo: Asakusa: Short: Senso-ji Kita
Tokyo: Asakusa: Short: Shin-Nakamise Minami
Tokyo: Asakusa: Short: Asakusa Ni-Chome Kita
Tokyo: Asakusa: Short: Asakusa-Chuo Minami
Tokyo: Asakusa: Short: Kanko-Annai Nishi
Tokyo: Asakusa: Short: Akeido Higashi
Tokyo: Asakusa: Short: Asakusa Eki Minami
Tokyo: Asakusa: Medium: Umamichi Minami
Tokyo: Asakusa: Medium: Nuchi Sumida-Gawa Kita
Tokyo: Asakusa: Medium: Hato-bus Noriba Kita
Tokyo: Asakusa: Medium: Nakamise Kita
Tokyo: Asakusa: Medium: Asakusa Elementary
Tokyo: Asakusa: Medium: Koen Nishi
Tokyo: Asakusa: Medium: Senso-ji Iriguchi Kita
Tokyo: Asakusa: Medium: Beer-Biru Tonneru
Tokyo: Asakusa: Medium: Koen Kita
Tokyo: Asakusa: Long: Kenko-Center Higashi
Tokyo: Asakusa: Long: Nishi Sumida-Gawa
Tokyo: Asakusa: Long: Beer-Biru Minami
Tokyo: Asakusa: Long: Asakusa Challenge
Tokyo: Asakusa: Long: Asakusa Eki-Iriguchi
Tokyo: Asakusa: Long: Sumida-Gawa North
Tokyo: Asakusa: Long: Koen Minami
Tokyo: Asakusa: Long: Asakusa Ni-Chome
Tokyo: Asakusa: Long: Asakusa Zenki
Tokyo: Shibuya: Short: Eki-Higashi-Guchi
Tokyo: Shibuya: Short: Fukushikaikan Higashi
Tokyo: Shibuya: Short: Plaza-Mae Minami
Tokyo: Shibuya: Short: Shibuya Ichi-Chome Kita
Tokyo: Shibuya: Short: Hachiko-Mae Higashi
Tokyo: Shibuya: Short: Route 246 Nishi
Tokyo: Shibuya: Short: Shibuya Ichi-Chome Minami
Tokyo: Shibuya: Short: Youbinkyoko-Mae Higashi
Tokyo: Shibuya: Short: Eki Kita-Koukashita Nishi
Tokyo: Shibuya: Medium: Shibuya Hotel-Mae Kita
Tokyo: Shibuya: Medium: Marui Kousaten Minami
Tokyo: Shibuya: Medium: Syobo-syo Kita
Tokyo: Shibuya: Medium: Eki Minami Guchi
Tokyo: Shibuya: Medium: Miyashita-Koen Nishi
Tokyo: Shibuya: Medium: Shibuya Kita
Tokyo: Shibuya: Medium: Seibu-Mae Minami
Tokyo: Shibuya: Medium: Shibuya Marui Kita
Tokyo: Shibuya: Medium: SegaWorld Minami
Tokyo: Shibuya: Long: Koen-Dori Nishi
Tokyo: Shibuya: Long: Shibuya Marui Minami
Tokyo: Shibuya: Long: West Bus Depot South
Tokyo: Shibuya: Long: Shibuya Challenge
Tokyo: Shibuya: Long: Eki-Minami Koukashita
Tokyo: Shibuya: Long: Tokyo Denryoku-Mae Kita
Tokyo: Shibuya: Long: Shibuya Kuyakusho-Mae Minami
Tokyo: Shibuya: Long: Shibuya Zeniki
Tokyo: Shinjuku: Short: Business Gai Nishi
Tokyo: Shinjuku: Short: Eki Bus Noriba Kita
Tokyo: Shinjuku: Short: Odakyu Nishi-Gawa
Tokyo: Shinjuku: Short: Ohme Kaido Higashi
Tokyo: Shinjuku: Short: Odakyu Nishi
Tokyo: Shinjuku: Short: Bus Noriba Kita
Tokyo: Shinjuku: Short: Nishi Shinjuku Kita
Tokyo: Shinjuku: Short: Higashi Dori Minami
Tokyo: Shinjuku: Short: Chuo-Dori Higashi
Tokyo: Shinjuku: Short: Business Gai Minami
Tokyo: Shinjuku: Short: Shinjuku Challenge
Tokyo: Shinjuku: Short: Shinjuku Gard Minami
Tokyo: Shinjuku: Medium: Shinjuku Hodokyo Shita
Tokyo: Shinjuku: Medium: Bus Rotary Kita
Tokyo: Shinjuku: Medium: Nishi Guchi Bus Noriba
Tokyo: Shinjuku: Medium: Kosyu Kaido Nishi II
Tokyo: Shinjuku: Medium: Kita Dori Higashi
Tokyo: Shinjuku: Medium: Shinjuku Restaurant Higashi
Tokyo: Shinjuku: Medium: Shinjuku Minami-Guchi
Tokyo: Shinjuku: Medium: Tocho Dori Minami
Tokyo: Shinjuku: Medium: Tocho Kita-Dori Higashi
Tokyo: Shinjuku: Medium: Nishi Shinjuku 2 Chome
Tokyo: Shinjuku: Medium: Tocho-Dori Higashi
Tokyo: Shinjuku: Medium: Eki Nishi-Guchi Minami
Tokyo: Shinjuku: Long: Shinjuku Ni-Chome Nishi
Tokyo: Shinjuku: Long: Nishi Shinjuku EkiKita
Tokyo: Shinjuku: Long: Eki Nishi-Guchi Kita
Tokyo: Shinjuku: Long: Higashi Dori Kita II
Tokyo: Shinjuku: Long: Ohme Kaido Nishi
Tokyo: Shinjuku: Long: Shinjuku-Gard Minami
Tokyo: Shinjuku: Long: Nishi Shinjuku Ni-Chome
Tokyo: Shinjuku: Long: Kosyu Kaido Nishi
Tokyo: Shinjuku: Long: Ohme Kaido Nishi II
Tokyo: Shinjuku: Long: Sumitomo-Biru Higashi
Tokyo: Shinjuku: Long: Nishi Shinjuku Restaurant
Tokyo: Shinjuku: Long: Shinjuku Zeniki
Diagrams
Contact

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

1234567890123456789012345678901234567890123456789012
ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz

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PERMISSIONS
This guide may ONLY be posted on FeatherGuides, GameFAQs.com,
PSXCodez.com, F1Gamers, Cheatcc.com, Absolute-
PlayStation.com, InsidePS2Games.com, RedCoupe, gamesover.com,
CheatPlanet.com, The Cheat Empire, a2zweblinks.com, Gameguru,
GameReactors.com, RobsGaming.com, cheatingplanet.com,
CheatHeaven, IGN, vgstrategies.com, hellzgate, Games Domain,
ps2fantasy.com, and neoseeker.com.

Permission is granted to download and print one copy of this
game guide for personal use.

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INTRODUCTION
First, Metropolis Street Racer is definitely NOT for the
casual racing gamer; those who view racing as continually
standing on the accelerator until the race ends will
DEFINITELY fail miserably in this game.  While speed is
needed to clear the many tasks in Metropolis Street Racer,
the game focuses much more heavily upon racing skill and
racing style, with Kudos (points) awarded or detracted based
upon the player's performance.

Even accomplished racing gamers will find Metropolis Street
Racer quite challenging.  This is especially true for those
who are not drift specialists, as drifting is essential in
this game.  Combined with the length of the game, this means
that players will be returning to this game for a LONG, LONG,
LONG, LONG, LONG time!!!

This guide is designed to present the basics of Metropolis
Street Racer, racing tips, and detailed driving instructions
for all the circuits in the game.  Obviously, the driving
instructions comprise the bulk of this game guide.
Information has also been taken from my General
Racing/Driving Guide with appropriate modifications.

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KUDOS
Kudos are essentially 'points,' and are used for advancement
purposes in Metropolis Street Racer.  Completing events
results in gaining Kudos; canceling out of an event,
collisions (with barriers and/or other vehicles), and failure
to achieve all the goals of an event result in losing Kudos.

Should the goals of an event be successfully completed, Kudos
are awarded in a particular order.  First, Kudos based upon
skill in the event are shown.  Next, Kudos based upon the
player's racing style (i.e., amount of drifting) are added.
Finally, Kudos are taken away for penalties (banging barriers
and other cars) incurred during the event; in the rare case
that the event was completed without incurring a single
penalty, a small Kudos bonus is granted.

Some events award Jokers upon successful completion.  The
player can then use a Joker at will in entering any event.
Jokers double the number of Kudos AWARDED OR LOST in an
event.  Should the player successfully complete the goals of
a given event in which a Joker has been used, the doubling of
Kudos only occurs AFTER any penalties have been detracted for
the event.

Note that if a player has incurred numerous penalties during
an event but has indeed achieved ALL the goals of the event,
it is indeed possible that the event will be signaled as
completed, but the player will receive a NEGATIVE Kudos score
for that event.  In this scenario, if a Joker was used, the
negative score will also double, bringing down the player's
total (complete-game) Kudos score even further.

In each event, a player can 'gamble' upon the event's outcome
to hopefully attain more Kudos.  This 'gambling' awards more
Kudos if ALL of the goals of the event are attained, but
results in losing Kudos should NOT all of the goals be
attained.

Kudos are important for more than simply a single event.
Kudos are cumulative in Street Racing mode.  Players must
reach a particular number of Kudos to unlock events within a
chapter, and to unlock specific chapters as well.  To this
end, Jokers can be extremely beneficial when a player needs
just a few more Kudos to unlock the next event or chapter.
Also important in this 'large picture' view of the game is
the amount of negative Kudos in events, as negative Kudos
inherently hurt the over number of Kudos, which can
negatively impact the unlocking of new events and chapters.

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ACQUIRING CARS
The player begins the game without any cars, so one must be
acquired.  Metropolis Street Racer presents a unique method
of acquiring cars.  In most racing games, players can either
simply choose from initially-available vehicles, or use
initially-granted money to buy a car to use at the beginning
of the game.  In Metropolis Street Racer, however, players
are required to 'challenge' for a car.  This is done by first
selecting the desired car, completing the first set of
customization features, then completing the challenge itself.
Should the challenge be completed, the player completes the
final set of customization features, then can begin using
that vehicle in the game.

Challenging for a car entails completing a lap at a given
circuit in less than the posted lap time for the desired car.
In challenging, however, there are no Kudos awarded or
detracted, so there is no true penalty for banging barriers
or clipping a corner.  This also means that, if a player
cannot complete a challenge cleanly, the barriers can be used
to help stop a sliding car or to force the car to corner even
better.

At the beginning of the game, a player has three slots in the
garage (one car can be held in each slot).  By progressing
through the game, additional garage slots can be earned, up
to a total of six garage slots.

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EVENTS
There are numerous types of events in Metropolis Street
Racer.  Each chapter is comprised of ten events, with several
event types repeated in each chapter.

Challenge:   There are various types of Challenge events in
             MSR.  A popular Challenge event is to pass a
             given number of cars within a specific time
             limit.  Another is to earn a minimum number of
             Kudos in the event; it is in these events where
             using a Joker (if available) can be extremely
             beneficial.  Another type of Challenge is to
             lap another car within a specific period of
             time.  Still another involves speed: either
             attaining a minimum top speed, or attain a
             minimum AVERAGE speed.

Hot Lap:     In Hot Lap events, time is of the essence.
             In one Hot Lap format, the player must
             complete at least one lap below the posted
             goal time.  In the other Hot Lap format, the
             player must maintain an AVERAGE lap time
             under the posted goal time.

One-on-one:  Here, the player competes against one other
             vehicle.  However, unlike a Street Race, the
             player can either give the competing car a head
             start (which results in more Kudos for winning
             the event) or a hindrance of up to sixty
             seconds (resulting in fewer Kudos for winning
             the event).

Street Race: These are races against up to five competitors.
             For successful completion, a player must only
             finish at any position OTHER than last place...
             unless the player has 'gambled' and raised the
             stakes of the event.

Timed Run:   In a Timed Run event, the player must complete
             a given number of laps within the posted time.
             However, beyond the initial chapters, Timed Run
             events often include numerous rounds (races at
             several circuits, which are sometimes located in
             two or all three cities included in the game).

Events in Metropolis Street Racer are also color-coded to
give players a quick visual reference of their progress
through the various modes of gameplay.

Dark Gray: This indicates an event which has not yet been
           unlocked.  In Quick Race Mode, the name of each
           Dark Gray venue is not given.

Red:       In Street Racing Mode, only, this color indicates
           that a player has failed an event.  This may be
           due to abandoning the event (canceling out), or to
           not achieving ALL the objectives of the event.

White:     White is used to indicate an event which has been
           unlocked (or which is initially available), but
           in which the player has yet to participate.

Yellow:    In Street Racing Mode, Yellow indicates that a
           player has successfully achieved ALL goals for the
           event; unless a minimum number of Kudos are
           required as one of the goals of an event, even
           those events at which the player earned a NEGATIVE
           Kudos score but achieved ALL other (non-Kudos)
           goals will be designated with a Yellow color.  In
           Time Trials Mode and Quick Race Mode, Yellow
           indicates that the player has used that event
           venue at least once.

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MUSIC
While not a necessary part of the game, the music is
certainly worth mentioning.  This ranges from jazz to rock to
pop to country and beyond.

What makes the music so special is its presentation in the
form of (simulated) radio broadcasts, as if the player is
listening to the radio (music, traffic and weather updates,
commercials, etc.) while participating in the many events.
Each city has its own set of radio stations, each selected at
random by the CPU upon entering a race and localized for each
city; this also means that the radio announcers in Tokyo
actually do speak in Japanese.  The radio announcers (and, to
some extent, the music itself) really adds to the
'localization' factor for each city, so that events in Tokyo
really FEEL as if they are taking place in Tokyo, events in
San Francisco really FEEL as if they are taking place in San
Francisco, and events in London really FEEL as if they are
taking place in London.

However, the music itself is not truly localized in Tokyo, as
there is NO Japanese-language music used in Metropolis Street
Racer (only songs in English, plus a few instrumentals).
This is a severe defect in the planning and creation of the
game.  While English-language music is certainly played on
Japanese radio stations, the absolute lack of Japanese-
language music is a GLARING omission which does detract
somewhat from the otherwise excellent localization effort of
the game's developers.

Here are the radio stations per city:

   London
      99.5FM:    West Central One (top hits past and present)
      100.4FM:   The Underground (dance/trance)
      101.6FM:   Capital Jazz (jazz)

   San Francisco
      101.0FM:   Rock 101 (rock music)
      104.3FM:   The Roadhouse (country)
      105.9FM:   K-Vibe

   Tokyo
      76.9FM:    J-Mix (jazz/funk)
      78.5FM:    Yamanote Broadcasting
      102.0FM:   Tokio 102

In Options -> CD/Radio Player, players can access ALL the
music in Metropolis Street Racer.  The main means of song
access is via an interface simulating an in-car radio with a
built-in multiple-CD changer.  There is also a button to
access ALL the music from a single screen.  However, the
entire CD/Radio Player feature is very poorly designed,
making navigation very slow, cumbersome, and confusing :-(

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GAMEPLAY STRATEGIES
Here are some gameplay strategies to hopefully make the game
a little easier and a lot more fun for players.

It is possible to begin a race with bonus Kudos.  At the end
of a race, jam on the emergency brake and force the car's
back end to swing around (as in uncontrolled drifting
tactics) just before crossing the Finish Line and continue
doing this as the Finish Line is being crossed.  At the start
of the following race, the 'K' (Kudos) symbol will appear
faintly, granting the player a few bonus Kudos to begin the
race.  This could be especially useful for those events which
have a minimum Kudos level for passing.  Note that the longer
the 'uncontrolled' drift before crossing the Start/Finish
Line, the bigger the Kudos gain will be.

Metropolis Street Racer uses circuits in three cities (Tokyo,
London, and San Francisco); within each city, there are three
areas with numerous circuits, and many of these circuits use
parts of each other.  Therefore, when racing on a 'new
circuit,' players need to be aware of those areas where they
have raced before, especially when racing at a particular
venue in low-visibility conditions (primarily at night,
and/or in thick fog).

In many Hotlap events, the player must complete a full lap of
a given circuit faster than the posted goal time, and only
the fastest lap time counts in terms of awarding Kudos.
However, the player must continue playing once the goal time
has been achieved and complete the indicated number of laps.
Therefore, once the goal time has been bested, the player can
use the remaining laps to purposely slide (drift) the car
around the circuit and collect as many style points as
possible, thus raising the overall Kudos level attained at
that event.  This same tactic can be used in other events
where the outcome is practically guaranteed, such as in the
closing corners of a One-on-one event in which the player has
a massive lead over the CPU-controlled car.

Learning to drift is crucial to success beyond the initial
chapters of Metropolis Street Racer.  Players unaccustomed to
drifting tactics MUST become proficient in this technique as
quickly as possible in order to amass more Kudos and unlock
more races and chapters.  I find it best to use both the
normal brake and the emergency brake at once, then quickly
releasing the emergency brake while still using the normal
brake as necessary, ready to hit the accelerator... all this
while steering and countersteering.  This is admittedly
rather tricky to learn, and drift racing is implemented a
little differently across various racing games (largely
dependent upon each game's physics engine), but this skill
will definitely be beneficial to many games in the racing
genre on multiple gaming platforms.

Beyond simply learning drift-racing tactics, learning to
corner well at high and semi-high speeds will definitely pay
tremendous dividends in Metropolis Street Racer.  By learning
to handle corners effectively, even slower, less powerful
cars can be competitive with and even win consistently
against the faster, more powerful vehicles in the game at
those venues with a lot of corners and relatively short
straightaways.  This is especially important for tight
corners in narrow raceways, such as the changing between the
stone-covered paths near the even narrower bridge in St.
James' Park in London.

Of the three cities in Metropolis Street Racer, San Francisco
is the easiest to race in at night or during other low-
visibility conditions.  This is because of the relative
straightforwardness of San Francisco compared to London and
Tokyo: there are few obstacles in the middle of the raceways,
relatively few protruding sections of sidewalk and fencing,
few narrow sections, and a good amount of lighting for
nighttime racing.  Unlike London and Tokyo, San Francisco
also features primarily right-angle corners (the Pacific
Heights sector comprises EXCLUSIVELY right-angle corners), so
there are relatively few surprises as to the corner radius at
each turn, even when racing in a new area of the city for the
first time.  Therefore, since Metropolis Street Racer uses
the DreamCast console's internal time and location settings
to determine many of the lighting conditions in the game,
players should do ONE of the following to ensure daytime
races for both Tokyo and London:
   1.) Determine at what time in the player's actual time
       zone is the best time to play Metropolis Street
       Racer so that events in San Francisco are held at
       night, while events in London and Tokyo are held
       during daylight.  For players on the west coast of
       the United States and Canada, late at night (after
       11:00PM) is the best time to play.
   2.) When the game prompts for verification of the player's
       current time and location, the player can timeshift
       the game.  This requires EXCELLENT knowledge of the
       world's time zones, which makes this option rather
       tricky.
   3.) Adjust the time and location settings on the DreamCast
       console's internal settings (not suggested).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

DRIVING INSTRUCTIONS PREVIEW: THE CITIES
Metropolis Street Racer uses numerous circuits in three
world-famous cities: London, San Francisco, and Tokyo.  Each
city has its own idiosyncrasies to truly challenge players.
Each city also includes circuits located in three different
sectors of the city, and each sector often has its own
idiosyncrasies to challenge players.

London:        London's race venues often alternate between
               wide and narrow raceways (streets, paths, and
               even STAIRWAYS!!!).  Even worse, many parts of
               the city have traffic circles around buildings
               and statues, and medians, traffic lights, and
               other obstacles are often located IN the
               raceways themselves.   All this is extremely
               difficult to spot when racing at night and/or
               in thick fog.   London is also characterized
               by numerous tight corners - often J-turns -
               with extremely narrow raceways.

San Francisco: San Francisco is best known for its extremely
               steep inclines, which has made it quite
               notable as a locale for television programs
               and for films.  In video/console games, this
               city is also a popular venue for the same
               reason.  However, only two of San Francisco's
               three sectors used in the game (namely Pacific
               Heights) make use of these steep inclines.
               These many inclines are generally tempered
               with brief flat areas as cross-streets
               intersect with the raceways; this can send
               cars airborne when heading downhill, and can
               make cornering extremely difficult in either
               direction.  Fortunately, most of the corners
               in San Francisco are perpendicular turns, so
               there are relatively few surprises as to the
               corner radius of upcoming turns, even when
               an event takes place in an area of the city
               that the player has not yet explored in the
               city.

Tokyo:         Those who TRULY love a challenge will find
               Tokyo to be the best possible locale in the
               game.  Of the three cities in Metropolis
               Street Racer, Tokyo is by far the most
               difficult place to race, especially at night.
               There are not many hills to challenge the
               player, but - like London - the raceways often
               alternate between wide and narrow sections...
               with an emphasis on the VERY narrow sections
               in most areas.  Even worse, there are A LOT of
               medians in Tokyo (some narrow, some wide), but
               many of them are virtually impossible to see
               even in clear daylight conditions until it is
               virtually too late to avoid them; therefore,
               it is extremely important that players truly
               memorize the exact layout of the circuits in
               Tokyo.  Also, even during clear daylight
               conditions, there are some rather dark areas
               due to shadows, especially when passing
               underneath bridges.  The best tips for safely
               driving at high speeds in Tokyo are:
                  1.) Memorize each circuit's details,
                      including those corners and barriers
                      which protrude out into the
                      raceway/street.
                  2.) Note the white and yellow traffic lane
                      markers on the pavement, as they will
                      often indicate that yet another median
                      is forthcoming.

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

DRIVING INSTRUCTIONS PREVIEW: THE NOTES
It is important to note that these detailed driving
instructions are based upon these circuits' appearances in
Quick Race Mode in their standard/normal configurations.
This is important because within the Street Racing Mode, the
events start and end at various points along each circuit,
and many circuits are used in both their standard/normal
configurations AND their mirror/reverse configurations.
Therefore, players will sometimes need to 'finagle' these
instructions for mirror/reverse configurations and for
multiple (shifted) starting points.

Also, these detailed driving instructions were crafted using
clear daylight conditions on each of the circuits in each
city in the midday hour.  Adjustments will need to be made by
each player in order to account for low-visibility and wet-
conditions racing, as these will inherently require longer
braking zones, and wet-conditions racing will likely also
cause the player's car to be somewhat slower.

The many race circuits in Metropolis Street Racer are
presented in the following order in this guide:

   City: Sector: Length: Name

The order of the circuits presented here is slightly
different from that used in the game.  I have instead listed
the cities alphabetically, whereas Metropolis Street Racer
lists the San Francisco circuits first, then the London
circuits, then the Tokyo circuits.

Within each sector, the circuits are listed in order by
length (short circuits first, then medium-length circuits,
then long circuits).  Finally, the circuit names are given in
the order in which they appear in the Time Trials Mode and
the Quick Race Mode of the game, NOT alphabetically.

This information should be helpful for players doing a quick
scan of the guide to find the circuit(s) for which they need
some help/tips/advice.

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

LONDON: ST. JAMES' PARK: SHORT: QUEEN VICTORIA MEMORIAL
This is a purely circular 'circuit' encircling a tall white
statue.  Those quite familiar with the Circle Track license
tests in Gran Turismo 2 (on the PlayStation/PSOne) and Gran
Turismo 3 (on the PlayStation2) will have absolutely no
trouble with this venue.  The trick here is to get up to a
fast-yet-comfortable speed as quickly as possible, and then
maintain a steady turning angle to match the circumference of
the continual apex around the statue, lightly tapping the
brakes as necessary.

Should the car start to drift to the outside, apply the
brakes just slightly longer during the taps; should the car
come too close to the continual apex, wait just a little bit
longer between taps.

This is by far the easiest event venue in the game, and it is
also rather fun :-)

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

LONDON: ST. JAMES' PARK: SHORT: BUCKINGHAM GATE SOUTH
It may be best to consider this venue as a triangle with
rounded corners.  The first corner is the sharpest of the
three turns here, and drifting the rear end of the car will
definitely be required to maintain a fairly good speed here.
The second and third corners are thus not quite as sharp, but
players will definitely benefit from drifting in these
corners as well.  The raceway in the final corner is narrowed
by barriers on the left-hand side, so players should be
prepared to move through here single-file in a race if
necessary.

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

LONDON: ST. JAMES' PARK: SHORT: BUCKINGHAM GATE NORTH
This venue effectively merges Queen Victoria Memorial with
Buckingham Gate South to form one single race venue.  The
first two corners are from Buckingham Gate South, right-hand
turns which require drifting.  Next is a semi-gentle left-
hand corner, but not too much speed can be carried through
here in order to set up the next section.

Now in the former Queen Victoria Memorial area, the raceway
is a LONG steady right-hand corner around the tall white
statue; this corner runs for well more than 270 degrees in
total curvature.  On exiting here, the course curves gently
back to the left to the Start/Finish Line.

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

LONDON: ST. JAMES' PARK: SHORT: GREAT GEORGE STREET EAST II
This venue can be considered as a rectangularized-oval, or as
a rectangle with rounded corners.  The Start/Finish Line is
approximately halfway along the 'front straight.'

At the end of the 'front straight' is a statue atop a column
in the middle of the raceway.  This is immediately followed
by descending STAIRS (?!?!?!?!?!?!?), then the left-hand
right-angle corner that is Turn 1.  Shortly thereafter is a
similar corner for Turn 2.

About 3/5 of the way along the 'back stretch,' the raceway
narrows by nearly half, with all traffic forced to merge to
the left side of the raceway.  Almost immediately afterward
is the third left-hand ninety-degree corner, whose middle and
exit are further narrowed by more barriers.  The raceway then
widens for the 'short chute' to Turn 4.

The final corner is the trickiest, as this is where traffic
jams are most likely to occur at this venue.  This is also a
left-hand right-angle corner, but the raceway passes through
a VERY VERY VERY VERY VERY narrow archway through which only
ONE vehicle can pass at a time, thus forcing cars to pass
through single-file.  Even in clear daylight conditions, it
is often difficult to truly spot the archway on approach, so
FLAWLESS knowledge of this area of the circuit is key to
winning.  If any one car botches the approach to this
archway, it is highly likely that the car will block the
raceway, thus causing a massive pile-up of cars if there are
competitors trailing closely.

Drafting is not necessary for this venue.  However, the
deeper a player gets into a lap, the more braking is required
to safely negotiate each of the four corners.

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

LONDON: ST. JAMES' PARK: SHORT: KING CHARLES STREET WEST
This venue is largely 'L'-shaped, and uses much of Great
George Street East II with an additional segment.  The
Start/Finish Line has also been moved to what would be the
'back stretch' of the Great George Street East II venue.

Beyond the Start/Finish Line, the raceway narrows nearly in
half, as at the Great George Street East II venue.  However,
things differ here in that, almost immediately after the
narrowing of the raceway, this venue turns to the right
(ninety degrees) with a little more narrowing.  After a very
brief straightaway, there are a pair of consecutive left-hand
right-angle corners through which the raceway widens a little
each time; these can be taken as a single wide left-hand
hairpin corner.  This comprises Turns 1-3.

Turn 4 is identical to Turn 4 at Great George Street East II:
a left-hand right-angle corner through the VERY VERY VERY
VERY VERY narrow archway, and then onto the 'back stretch' of
this venue.  The final two corners are identical to Turns 1
and 2 at Great George Street East II, in that the column with
the statue must be avoided and stairs descended at the entry
to this final section.

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

LONDON: ST. JAMES' PARK: SHORT: HOUSE GUARDS EAST
This venue is more-or-less rectangular... mostly less.  The
raceway is marked with narrow archways and various obstacles
which must be circumnavigated at high speeds and which will
almost certainly cause problems at night and in other low-
visibility racing conditions.

The approach to the first corner actually contains TWO
obstacles in the roadway.  The first, a tall column, is easy
to see.  Almost directly behind it, however, is a tiny fenced
area in the middle of the roadway directly at the entry of
Turn 1.  Those who pass these obstacles on the left will have
a harder time getting through Turn 1, as the fenced-in area
will block direct access to the corner itself, so it is best
to pass these obstacles on the right; however, heavy braking
will be required, and drifting the rear end of the car will
certainly help.  The exit of Turn 1 passes through a VERY
narrow archway.

Ahead, another stone column can be seen in the roadway.
Directly beyond it is a set of descending STAIRS, then the
raceway takes a J-turn to the right.  Drifting here will help
to get through the corner faster, but may not be necessary if
passing the column on the left (which provides the optimum
racing line here).

The 'back stretch' has a dogleg to the left which can be
taken at full throttle - but it is so short that it is
possible to overshoot Turn 3, a right-hand J-turn which is
extremely wide and will easily allow for four-wide racing
action... but the next 'short chute' is too narrow for four-
wide racing.

The 'short chute' passes through another VERY narrow archway
just before the right-hand right-angle Turn 4.  However, once
on the 'front stretch,' there is still one more statue in the
middle of the road way which must be avoided before reaching
the Start/Finish Line.

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

LONDON: ST. JAMES' PARK: SHORT: ST. JAMES' PARK WEST
This venue is essentially shaped like a long carrot (Ryo-
Ohki, where are you!?!?!), so players should expect trouble
at the 'point' of the circuit.

The 'front stretch' is the only lengthy section which can
truly be taken at full acceleration.  Except with the fastest
of cars, the right-hand J-turn at the end of the 'front
stretch' (the beginning of the 'top' of the carrot) can be
taken with just a little braking if using a very wide racing
line which perfectly hits the apex.

Coming across the 'top' of the carrot, the raceway doglegs
slightly to the right.  At this dogleg, smart players will
begin braking for Turn 2, which enters the most difficult
section of the circuit.

Turn 2 transitions from fairly wide roadway to fairly narrow
park path.  Further, the exit of Turn 2 passes between two
metal columns or posts, as if a gate previously blocked
access to the park.  This can be a prime overtaking area by
outbraking competitors, and it can also be a great place to
simply ram other cars to take their position(s) just before
entering the park.  In any case, the columns/posts are so
close together that only one car may pass at a time.

Once in the park, the path is bounded by fencing and twists
back and forth, with a MAJOR twist forming a severe dogleg
beside a building.  Even worse, this building blocks the left
quarter of the raceway, making it even more difficult to
carry any significant speed while attempting to clear the
fence-protected apex of the tight right-hand dogleg.

The 'tip' of the carrot is the most difficult area.  A large
part of the difficulty here comes from attempting to find the
proper braking point - which is made even more difficult
because the path is covered with gravel... whereas the cars
in Metropolis Street Racer are inherently  equipped with
tires designed for driving on pavement and cannot be changed
under any circumstances :-(   If the player can show the car
enough, drifting through this tight right-hand hairpin can
help to shed some time on a lap.

From here, it is time to power the accelerator up the 'front
stretch' to Turn 1!!!

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

LONDON: ST. JAMES' PARK: SHORT: GREAT GEORGE STREET EAST
This is the reverse/mirror configuration of House Guards
East.

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

LONDON: ST. JAMES' PARK: SHORT: ST. JAMES' PARK BRIDGE NORTH
Races here begin by heading along the outer edge of St.
James' Park toward the tall white statue used at the Queen
Victoria Memorial venue.  Once at the statue, the raceway
essentially makes a left-hand right-angle turn, follows
around the statue for ninety degrees, then makes another
left-hand right-angle turn; in reality, it is best to treat
this section as one LONG left-hand right-angle corner with a
WIDE racing line that brushes up against the fencing
surrounding the tall white statue.  Shortly after passing out
of this section, there will be another left-hand corner, this
time opening onto a slightly-wider raceway with an angle of
about 135 degrees.

Turn 3 ahead is tricky.  This is a left-hand J-turn onto a
narrow stone path through the park.  While it is possible to
run through the park side-by-side, this is not recommended -
especially when passing over the short bridge (which narrows
compared to the stone-covered pathways).

Shortly after leaving the bridge, there is a final left-hand
corner, this time emerging onto pavement.  This is another J-
turn, but definitely much gentler than Turn 3.  Shortly ahead
is the Start/Finish Line.

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

LONDON: ST. JAMES' PARK: SHORT: BIRDCAGE WALK WEST II
This is essentially the reverse/mirror configuration of St.
James' Park Bridge North.  However, the Start/Finish Line has
been moved much closer toward the tall white statue.

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

LONDON: ST. JAMES' PARK: SHORT: GREAT GEORGE STREET WEST
Events here begin on the section of House Guards East with
the dogleg.  The dogleg to the left can be taken at full
throttle - but it is so short that it is possible to
overshoot Turn 1, a right-hand J-turn which is extremely wide
and will easily allow for four-wide racing action... but the
next 'short chute' is too narrow for four-wide racing.

The 'short chute' passes through another VERY narrow archway
just before the right-hand right-angle Turn 2.  However, once
on the 'back stretch,' there are several statues and fenced-
in areas in the middle of the raceway which must be avoided.

After passing a small grassy square on the right, a pair of
consecutive narrowed right-hand right-angle corners brings
the traffic around to the opposite side of the square.  The
narrowed Turn 5 then heads to the left, back toward the
'front stretch,' with Turn 6 leading to the right and onto
the 'front stretch' itself.

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

LONDON: ST. JAMES' PARK: MEDIUM: ST. JAMES' PARK WEST II
Events here begin in St. James' Park, with the Start/Finish
Line positioned directly at the entrance to the narrow
bridge.  This means that in races, since the player always
begins in last position, it would be wise to simply stay back
and wait for the other cars to slot onto the bridge at the
beginning of a race to avoid incurring Penalties and to
ensure that the car does not become stuck in a traffic jam.

Shortly after clearing the bridge, the path transitions to
pavement in Turn 1.  This is a left-hand corner which is
trickier than it appears on approach (especially at nighttime
and in other low-visibility conditions) because the barrier
on the inside of the corner juts outward a bit at the apex,
meaning that those who are not paying attention will suddenly
find themselves either at a standstill against this barrier
or knocked askew in the raceway.  For this reason, the
traditional racing line through Turn 1 will NOT be
productive.  Slight braking is necessary to ensure avoiding
this projection of the inside barrier.

Turn 2 will require moderate braking.  This is a left-hand
corner which is not particularly difficult, although the
fencing along the raceway can trick the eyes... and the
player's confidence.  This opens onto a section which doglegs
to the right and to the left.

Turn 3 transitions from fairly wide roadway to fairly narrow
park path.  Further, the exit of Turn 3 passes between two
metal columns or posts, as if a gate previously blocked
access to the park.  This can be a prime overtaking area by
outbraking competitors, and it can also be a great place to
simply ram other cars to take their position(s) just before
entering the park.  In any case, the columns/posts are so
close together that only one car may pass at a time.

Once in the park, the path is bounded by fencing and twists
back and forth, with a MAJOR twist forming a severe dogleg
beside a building.  Even worse, this building blocks the left
quarter of the raceway, making it even more difficult to
carry any significant speed while attempting to clear the
fence-protected apex of the tight right-hand dogleg.

Turn 4 is a tight left-hand J-turn to connect with the path
leading to the bridge and the Start/Finish Line.  Because of
the narrowness of the paths, this is an extremely difficult
corner, and drifting will be required in order to carry any
semi-respectable speed through this corner.  The Start/Finish
Line is almost adjacent to the exit of Turn 4.

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

LONDON: ST. JAMES' PARK: MEDIUM: HOUSE GUARDS SOUTH II
Shortly past the Start/Finish Line, the raceway turns to the
right into St. James' Park, transitioning to the traditional
stone path.  The 'mouth' of the path is fairly wide here,
about as wide as the paved raceway, but then narrows down
twice - first to regular path width, then to the bridge
width.  Fortunately, this race circuit uses this same path
all the way to the other side of the park, so there is no
sharp turn after crossing the bridge.

Turn 2 is a right-hand corner which leads out onto a red
raceway which is much wider than the path; only minor braking
should be needed here... if any.  After a fairly lengthy
straightaway, Turn 3 is a gentle right-hand corner which
leads onto a long section of flat-out acceleration with
several slight doglegs several times around the perimeter of
St. James' Park.

Turn 4 can be tricky due to all the speed gained through the
dogleg section.  This J-turn requires at least moderate
braking, and perhaps drifting as well.  Good speed is
required out of Turn 4 on the final lap, as the Start/Finish
Line is not very far beyond the exit of this last corner.

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

LONDON: ST. JAMES' PARK: MEDIUM: ST. JAMES' PARK NORTH
Events at this circuit begin in St. James' Park itself.  This
initial path twists a bit, with its major left-hand dogleg
blocked partially on the right by the protrusion of a
building; therefore, carrying a lot of speed through this
section is obviously necessary, but carries far more risk
than usual.  This eventually leads onto red pavement at Turn
1, a right-hand J-turn which can take players by surprise.

After a straightaway which has several fades, Turn 2 is even
trickier.  This is a blind left-hand right-angle corner which
seems fairly straightforward at first, but then the ascending
STAIRS and the stone column in the middle of the raceway are
revealed.  A wide racing line is probably best here to gain a
few more milliseconds to spot the column and plan a driving
line around it.

Ahead, the raceway narrows and funnels traffic single-file
through a VERY tiny stone archway, beyond which the raceway
turns sharply to the right.  Drifting will certainly help
with Turn 3 here.

After a VERY brief straightaway, the very barrier-narrowed
Turn 4 heads to the right, where the roadway momentarily
widens, then narrows, then widens again.  Taking a wide line
out of Turn 4 will result in cars banging the narrowing
barrier beyond the corner exit; banging this barrier with
excessive speed will almost certainly force the car into a
spin.  Drifting may help with Turn 4, but because the corner
is so incredibly narrow and tight, players may want to think
twice before engaging in drifting tactics here.

After a lengthy straightaway with several fades, the raceway
turns to the right back into St. James' Park, transitioning
to the traditional stone path.  The 'mouth' of the path is
fairly wide here, about as wide as the paved raceway, but
then narrows down twice - first to regular path width, then
to the bridge width.  Just beyond the exit of the bridge, the
raceway turns sharply to the right, with the Start/Finish
Line just beyond the exit of this final corner.

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

LONDON: ST. JAMES' PARK: MEDIUM: BIRDCAGE WALK EAST III
The first turn is a left-hand right-angle corner leading
through a VERY narrow archway which can only accommodate one
car.  Once through here, the raceway widens somewhat.  Ahead,
the right-hand right-angle Turn 2 is preceded by a stone
column in the middle of the raceway, itself followed by
descending STAIRS; plenty of drift can be very beneficial
here for corner exit.

Almost immediately after the dogleg to the left, the raceway
itself makes a hard left turn (Turn 3) onto a stone path of
St. James' Park.  Once in the park, the path is bounded by
fencing and twists back and forth, with a MAJOR twist forming
a severe dogleg beside a building.  Even worse, this building
blocks the left quarter of the raceway, making it even more
difficult to carry any significant speed while attempting to
clear the fence-protected apex of the tight right-hand
dogleg.

Turn 4 is a tight left-hand J-turn to connect with the path
leading to the now-familiar bridge.  Because of the
narrowness of the paths, this is an extremely difficult
corner, and drifting will be required in order to carry any
semi-respectable speed through this corner.

Shortly after clearing the bridge, the path transitions to
pavement in Turn 5.  This is a left-hand corner which is
trickier than it appears on approach (especially at nighttime
and in other low-visibility conditions) because the barrier
on the inside of the corner juts outward a bit at the apex,
meaning that those who are not paying attention will suddenly
find themselves either at a standstill against this barrier
or knocked askew in the raceway.  For this reason, the
traditional racing line through Turn 5 will NOT be
productive.  Slight braking is necessary to ensure avoiding
this projection of the inside barrier.  Turn 5 opens onto a
lengthy straightaway.

After a dogleg to the left, Big Ben is visible ahead between
the buildings.  Also visible are two sets of arrows: the
nearest arrows point to the right, while the next set point
to the left.  It is easy to get confused here and assume that
the first set of arrows indicate that the raceway is
narrowing (this is especially true at night), but there
actually IS a right-hand turn here.  In fact, Turn 6 is
extremely narrow, so extreme caution must be taken here,
especially given the speed attained along the straightaway
following Turn 5.  After a very brief straightaway, there are
a pair of consecutive left-hand right-angle corners (Turns 7
and 8) through which the raceway widens a little each time;
these can be taken as a single wide left-hand hairpin corner.
The Start/Finish Line is located at the exit of this tricky
section.

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

LONDON: ST. JAMES' PARK: MEDIUM: BIRDCAGE WALK EAST II
This is essentially the reverse/mirror of Birdcage Walk East
III, except that what would be the initial left-right section
(up the steps and through a tiny archway) has been removed.

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

LONDON: ST. JAMES' PARK: MEDIUM: CABINET WAR ROOMS NORTH
Starting within St. James' Park, the first turn is indeed the
trickiest of this circuit.  From the Start/Finish Line,
arrows can be seen pointing to the right, indicating a major
corner to the right; however, the raceway really only makes a
quick JOG to the right before continuing onward along a
nearly-parallel trajectory.  This is a rather significant
jog, however, as the barrier blocks a direct path from stone
path to red pavement.

After a very brief straightaway, the raceway comes to the
tall white statue from Queen Victoria Memorial.  The raceway
heads around the statue to the right, ultimately making a
total turn of roughly 270 degrees before continuing onward.
This is a great place to pass those cars which carry too much
speed into the statue area and find themselves sliding to the
outside of the raceway; passes can then easily be made close
to the continuous apex.  After an all-too-brief straightaway,
there is a turn to the left which requires slight braking.

A long straightaway ensues, allowing cars to attain fairly
high speeds.  This is a problem for the left-hand Turn 4,
which then requires rather heavy braking due to all the
speed.  Cars which carry too much speed through Turn 4 will
almost certainly bounce off the barrier at corner exit and
spin violently.

After a few doglegs, Turn 5 transitions from fairly wide
roadway to fairly narrow park path.  Further, the exit of
Turn 5 passes between two metal columns or posts, as if a
gate previously blocked access to the park.  This can be a
prime overtaking area by outbraking competitors, and it can
also be a great place to simply ram other cars to take their
position(s) just before entering the park.  In any case, the
columns/posts are so close together that only one car may
pass at a time.

Once in the park, the path is bounded by fencing and twists
back and forth, with a MAJOR twist forming a severe dogleg
beside a building.  Even worse, this building blocks the left
quarter of the raceway, making it even more difficult to
carry any significant speed while attempting to clear the
fence-protected apex of the tight right-hand dogleg.

The Start/Finish Line is just beyond this protruding
building.

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

LONDON: ST. JAMES' PARK: MEDIUM: HOUSE GUARDS NORTH
Forthcoming

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

LONDON: ST. JAMES' PARK: MEDIUM: THE CENOTAPH NORTH
Almost immediately beyond the Start/Finish Line, Turn 1 is a
left-hand corner likely requiring just light braking if a
fairly wide racing line is used.  This opens onto a somewhat-
lengthy straightaway, at the end of which the raceway turns
to the left into St. James' Park, transitioning to the
traditional stone path.  The 'mouth' of the path is fairly
wide here, about as wide as the paved raceway, but then
narrows down twice - first to regular path width, then to the
bridge width.

At the end of the path, the raceway exits St. James' Park and
turns to the left (Turn 3).  This is a fairly significant
corner, but the apex cannot be cut due to a slightly-
protruding barrier.

After a dogleg to the left, Big Ben is visible ahead between
the buildings.  Also visible are two sets of arrows: the
nearest arrows point to the right, while the next set point
to the left.  It is easy to get confused here and assume that
the first set of arrows indicate that the raceway is
narrowing (this is especially true at night), but there
actually IS a right-hand turn here.  In fact, Turn 4 is
extremely narrow, so extreme caution must be taken here,
especially given the speed attained along the straightaway
following Turn 3.  After a very brief straightaway, there are
a pair of consecutive left-hand right-angle corners (Turns 5
and 6) through which the raceway widens a little each time;
these can be taken as a single wide left-hand hairpin corner.

This next straightaway is also fairly lengthy, and contains
three obstacles in the raceway.  The third obstacle makes
turning left for Turn 7 very difficult, as it blocks what
would be the optimal racing line.  Making things more
difficult is the fact that this blind corner turns and passes
underneath a tiny archway cut into a building, so only one
car can pass through at a time; this is a prime place for
traffic jams.

Shortly past the archway, the raceway again turns to the
right.  This corner can be taken flat-out.  Ahead, just
beyond the left-hand dogleg, is the Start/Finish Line.

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

LONDON: ST. JAMES' PARK: MEDIUM: ST. JAMES BRIDGE SOUTH
This is essentially the same as The Cenotaph North, except
that the left-right section through the building's archways
comes one city block sooner (thus avoiding the obstacles in
the raceway), and the Start/Finish Line is positioned just
about where Big Ben can first be seen.

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

LONDON: ST. JAMES' PARK: MEDIUM: HOUSE GUARDS SOUTH
Launching off the Start/Finish Line, there are two obstacles
in the raceway which must be avoided.  Immediately beyond the
second of these obstacles, however, the circuit turns sharply
to the right in an extremely narrow section which is likely
to cause bottlenecks if any one car makes a mistake here.  On
corner exit, the raceway widens, then narrows, then widens
again.

Ahead, the circuit continues to the right on a corner (Turn
2) which should require light braking.  After two doglegs
(one to the right and one to the left), the raceway itself
makes a hard left turn (Turn 3) onto a stone path of St.
James' Park.  Once in the park, the path is bounded by
fencing and twists back and forth, with a MAJOR twist forming
a severe dogleg beside a building.  Even worse, this building
blocks the left quarter of the raceway, making it even more
difficult to carry any significant speed while attempting to
clear the fence-protected apex of the tight right-hand
dogleg.

Turn 4 is a right-hand tight hairpin turn which WILL require
drifting in order to carry good speed here and hopefully make
a few passes on corner exit.  It may be extremely difficult
to judge the proper braking zone here, especially at night or
in other low-visibility conditions.

After a lengthy straightaway, the circuit holds a double
right-hand apex (Turns 5 and 6) followed almost immediately
by a left-hand J-turn (Turn 7) toward a tiny covered archway
through a building.  Just beyond the archway, the circuit
makes a perpendicular turn to the right, where another stone
column must be avoided before attaining the Start/Finish
Line.

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

LONDON: ST. JAMES' PARK: MEDIUM: BIRDCAGE WALK WEST III
This event venue runs around the circumference of St. James'
Park.  As such, the straightaways are rather lengthy,
requiring long braking zones before each corner.  Also,
except for the entry to and the exit from the traffic circle
around the tall white statue, all corners are right-hand
corners.  This is a great race venue for those who prefer
high speeds over technical driving.

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

LONDON: ST. JAMES' PARK: LONG: BIRDCAGE WALK WEST
The 'front stretch' is an excellent and lengthy high-speed
area.  However, due to the incredible speeds attained here,
the braking zone for the right-hand J-turn at Turn 1 will be
EXTREMELY long.  Once past Turn 1, there is a slight dogleg
in the circuit.

Almost immediately after the dogleg to the left, the raceway
itself makes a hard right turn (Turn 2) onto a stone path of
St. James' Park.  Once in the park, the path is bounded by
fencing and twists back and forth, with a MAJOR twist forming
a severe dogleg beside a building.  Even worse, this building
blocks the left quarter of the raceway, making it even more
difficult to carry any significant speed while attempting to
clear the fence-protected apex of the tight right-hand
dogleg.

Turn 3 is a tight left-hand J-turn to connect with the path
leading to the now-familiar bridge.  Because of the
narrowness of the paths, this is an extremely difficult
corner, and drifting will be required in order to carry any
semi-respectable speed through this corner.

At the end of the path, Turn 4 is a sharp right-hand J-turn
transitioning back onto the pavement.  Drifting will be
required here to maintain some semblance of speed during this
transition.

After a somewhat-long straightaway, the circuit narrows
practically in half for the right-hand J-turn at Turn 5.
This leads to the traffic circle from the Queen Victoria
Memorial venue; this time, however, the raceway remains to
the right side of the traffic circle, so it is possible to
power out of Turn 5 and easily straightline this traffic
circle through the dogleg at its end to the immense
straightaway, with the Start/Finish Line appearing shortly
past the traffic circle.

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

LONDON: ST. JAMES' PARK: LONG: THE MALL EAST
A large part of this venue runs along the perimeter of St.
James' Park, where a lot of speed can be attained.  However,
this is tempered by a technical section with obstacles in the
raceway.

From the Start/Finish Line, two obstacles (a stone column and
a fenced-in area) make the right-hand perpendicular Turn 1
rather difficult.  It is best to clear these obstacles on the
left, as this provides a better (although certainly not
optimum) racing line into Turn 1; drifting is also certainly
a requirement here.  However, the exit of Turn 1 passes
through a VERY narrow archway through a building, so traffic
jams can be quite common here.

Once past the archway, a stone column appears in the raceway
ahead.  The best racing line is to pass this column on the
right, and descend the STAIRS while turning through this
left-hand right-angle corner.  Shortly afterward, the circuit
turns again to the right with a J-turn, bringing the cars now
to the perimeter of St. James' Park.

After a lengthy straightaway, the next complex of right-hand
corners can be tricky.  The fencing in this area can play
tricks on the eyes, causing the player to think the circuit
is narrower than it actually is here, and that the 'short
chute' between Turns 4 and 5 is longer than it actually is.

Once clear of Turn 5 (exiting the traffic circle), the
longest straightaway at this venue awaits, providing an
excellent opportunity to attain excessive speeds.  It is
important to carry as much speed as possible through Turn 5,
or else competitors will be able to easily pass by.  However,
due to the incredible speeds attained here, the braking zone
for the right-hand J-turn at Turn 6 will be EXTREMELY long.

Once past Turn 6, there is a slight dogleg in the circuit
before the wide left-hand Turn 7.  This leads up to a narrow
archway, with the right-hand right-angle Turn 8 immediately
following.

On exiting the final corner, it is important to get to the
left side of the circuit as quickly as possible, both to
avoid the stone obstacle in the raceway (beyond which is the
Start/Finish Line) and to set up Turn 1 ahead.

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

LONDON: ST. JAMES' PARK: LONG: WHITEHALL SOUTH
Forthcoming

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

LONDON: ST. JAMES' PARK: LONG: ST. JAMES CHALLENGE
Forthcoming

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

LONDON: ST. JAMES' PARK: LONG: THE MALL WEST IV
This venue is a mixture of high-speed, lengthy straightaways
and technical cornering.  Much of the raceway runs along the
perimeter of St. James' Park.

The opening straightaway is rather lengthy and contains a
dogleg to the right, where the raceway passes between
buildings.  Just ahead are two sets of arrows to the left;
the first simply indicates that the circuit is narrowing in
half, whereas the second indicates Turn 1, a tight left-hand
right-angle corner which is extremely narrow on exit due to a
fenced-in area.  Almost immediately upon exiting Turn 1,
there is a similar turn to the left passing through a VERY
narrow archway.  Ahead, a tall stone column stands in the
raceway just before descending STAIRS and the right-angle
right-hand Turn 3.

The rest of this circuit now runs along the perimeter of St.
James' Park.  This straightaway contains two doglegs to the
left, followed closely by an actual left-hand corner which
will require light or moderate braking.  Strong power is
needed through and out of Turn 4 to set up passing
opportunities along this longest of straightaways at this
venue.

At the end of the immense straightaway, the trickiest section
of the circuit is at hand, as the raceway goes around the
traffic circle from the Queen Victoria Memorial venue.  This
complex involves a 45-degree turn to the right, traveling
approximately 270 degrees, straightening out, a 'short
chute,' then a VERY narrow left-hand J-turn onto the
straightaway containing the Start/Finish Line.  Most likely,
this tricky complex is where a race will be either won or
lost.

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

LONDON: ST. JAMES' PARK: LONG: PARLIAMENT STREET SOUTH
The circuit map for this venue looks incredibly similar the
circuit map for The Mall West IV, but there are indeed
differences here.  The main differences are that:
   1.) Parliament Street South actually runs through St.
       James' Park.
   2.) Parliament Street South is run in the reverse
       direction compared to The Mall West IV.

The Start/Finish Line is at the dogleg leaving the area of
buildings (facing away from Big Ben) and heading alongside
St. James' Park.  This opening straightaway is rather
lengthy, which makes the traffic circle complex incredibly...
complex.

The traffic circle complex involves a NARROW right-hand J-
turn, a quick turn to the left, approximately 270 degrees to
the right around the tall statue, and another turn to the
left to leave the area.  The fencing in this area can play
tricks on the eyes, causing the player to think the circuit
is narrower than it actually is here.

The next straightaway appears (on the circuit map) to run all
the way to the end of St. James' Park along its perimeter but
that is not the case.  About 1/3 of the way along this
perimeter, there is a NASTY right-left chicane onto a path
through St. James' Park; unsuspecting players will be stopped
in their tiremarks against a barrier while competitors fly
past onto the path and into the distance.  This is most
likely where a race will be either won or lost.

Once on the path through St. James' Park, the first part of
the path is a straightforward sprint.  Then, however, comes
the nasty dogleg with the protruding building.  Shortly
beyond this, the path exits onto red pavement and the raceway
passes through a narrow archway, beyond which is a right-hand
right-angle corner.  Exiting this turn requires a wide racing
line to get around a stone column in the raceway.

There are two more obstacles in the raceway.  After passing a
small grassy square on the right, a pair of consecutive
narrowed right-hand right-angle corners brings the traffic
around to the opposite side of the square.  The following
narrowed corner then heads to the left, back onto the 'front
stretch.'

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

LONDON: ST. JAMES' PARK: LONG: THE FORTHCOURT SOUTH
Forthcoming

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

LONDON: ST. JAMES' PARK: LONG: BIRDCAGE WALK EAST
Shortly beyond the Start/Finish Line are two obstacles in the
raceway; a third appears later on this straightaway.  It is
best to pass all three obstacles on the right, to see up the
best possible racing line for the left-hand Turn 1, which
passes through a narrow archway.  Shortly afterward, the
raceway makes a right-hand turn through the widened Turn 2,
then a dogleg to the left, then an actual slight-braking turn
through the left-hand Turn 3 and onto the longest
straightaway of the venue (running along the outer perimeter
of St. James' Park), which in turns spills into the
aforementioned tricky traffic circle complex.

Exiting the traffic circle complex, another lengthy
straightaway ensues.  After a dogleg to the left, Big Ben is
visible ahead between the buildings.  Also visible are two
sets of arrows: the nearest arrows point to the right, while
the next set point to the left.  It is easy to get confused
here and assume that the first set of arrows indicate that
the raceway is narrowing (this is especially true at night),
but there actually IS a right-hand turn here; in fact, the
corner IS extremely narrow, so extreme caution must be taken
here, especially given the speed attained along the
straightaway following the traffic circle complex.  After a
very brief straightaway, there are a pair of consecutive
left-hand right-angle corners through which the raceway
widens a little each time; these can be taken as a single
wide left-hand hairpin corner.  The Start/Finish Line is
located at the exit of this tricky section.

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

LONDON: ST. JAMES' PARK: LONG: PARLIAMENT STREET SOUTH II
After a dogleg to the left following the Start/Finish Line,
Turn 1 transitions from fairly wide roadway to fairly narrow
park path.  Further, the exit of Turn 1 passes between two
metal columns or posts, as if a gate previously blocked
access to the park.  This can be a prime overtaking area by
outbraking competitors, and it can also be a great place to
simply ram other cars to take their position(s) just before
entering the park.  In any case, the columns/posts are so
close together that only one car may pass at a time.

Once in the park, the path is bounded by fencing and twists
back and forth, with a MAJOR twist forming a severe dogleg
beside a building.  Even worse, this building blocks the left
quarter of the raceway, making it even more difficult to
carry any significant speed while attempting to clear the
fence-protected apex of the tight right-hand dogleg.

Turn 2 is a tight left-hand J-turn to connect with the path
leading to the now-familiar narrow bridge.  Because of the
narrowness of the paths, this is an extremely difficult
corner, and drifting will be required in order to carry any
semi-respectable speed through this corner.

Ahead, Turn 3 marks a transition from narrow stone path to
wide pavement.  A nice straightaway follows.

Next is a triple-apex right-hand complex (Turns 4-6) through
the right side of the traffic circle.  The first corner is a
right-angle corner, with a 'short chute' up to the traffic
circle itself.  There are two other right-hand corners here,
but the fencing can make it appear much trickier than it
actually is.  This complex empties onto the longest
straightaway of the venue as it passes along the perimeter of
St. James' Park.

At the end of the massive straightaway, the right-hand Turn 7
requires a LONG braking zone.  This empties onto a left-hand
dogleg, and then onto a widened left-hand Turn 8 to head
toward a narrow archway.  Just past the archway, the right-
hand right-angle Turn 9 awaits.

This straightaway contains FOUR obstacles blocking the
raceway.  It is best to exit Turn 9 rather wide to pass the
first obstacle on the left, then quickly cut to the right to
pass the second and third obstacles.  At the fourth obstacle,
there is NO possibility of passing it on the left, so the
only option is to keep tight to the right while passing
through its narrow entry into the right-and right-angle Turn
10.  Exiting Turn 10, the raceway widens, then narrows, then
widens again.

Ahead is the final corner, a right-hand perpendicular turn
which can be carried with great speed and only slight braking
(if any).  This leads up to the Start/Finish Line.

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

LONDON: ST. JAMES' PARK: LONG: ST. JAMES CIRCULAR
Available ONLY in Time Attack Mode, this venue allows players
to roam freely along those routes used in the St. James' Park
sector of London.

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

LONDON: TRAFALGAR: SHORT: CHARING CROSS ROAD SOUTH
Forthcoming

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

LONDON: TRAFALGAR: SHORT: LEKESTER SQUARE NORTH
This oddly-shaped 'circle' venue is not really a circle, nor
is it a square, nor is it an oval.  However, it must really
be approached in the same manner as Queen Victoria Memorial.
There are also several buildings protruding away from the
barriers.

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

LONDON: TRAFALGAR: SHORT: NELSON'S COLUMN SOUTH
This is a highly-technical triangular-shaped venue with a
median in the raceway at the Start/Finish Line.  DRIFTING IS
AN ABSOLUTE NECESSITY to even be somewhat competitive here.

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

LONDON: TRAFALGAR: SHORT: TRAFALGAR SOUTH
The circuit map for Trafalgar South shows that this is a
circular venue.  The reality is that this is really a square-
shaped venue with well-rounded corners.  Turns 1 and 2 are
somewhat narrow (not much, but enough to potentially surprise
players), while Turns 3 and 4 are rather wide.

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

LONDON: TRAFALGAR: SHORT: NELSON'S COLUMN NORTH
This is essentially an egg-shaped venue encircling Nelson's
Column, using all right-hand corners.  The outside barriers
are NOT all flush together, which can create havoc for cars
which come too close to the outer barriers.  Turn 1 is fairly
wide, while the other corners are all rather narrow.

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

LONDON: TRAFALGAR: SHORT: ST. MARTINS NORTH
Like Nelson's Column North, this is essentially an egg-shaped
venue.  Each of the corners (to the left) are somewhat
narrowed, with further narrowing of the raceway before the
entry of Turn 2.  A median appears between Turns 1 and 2.
Also, Turn 1 is the sharpest of the corners here, and will
likely require drifting.

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

LONDON: TRAFALGAR: SHORT: STRAND NORTH
This venue is almost identical to St. Martins North, except
that it is extended by one city block.  Otherwise, everything
listed for St. Martins North (above) applies equally to
Strand North.

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

LONDON: TRAFALGAR: SHORT: TRAFALGAR EAST
This is almost identical to Strand North, except that the
westernmost end of the venue comes to a point.  Just before
the point, the raceway narrows.  The point itself is an
incredibly-sharp left-hand hairpin corner which will
DEFINITELY require drifting.

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

LONDON: TRAFALGAR: SHORT: COCKSPUR STREET EAST
For such a short event venue, this is indeed a tricky
circuit.  Essentially trapezoidal in nature, this venue uses
all left-hand corners.

Ahead of the Start/Finish Line, a tall column stands in the
middle of the raceway, which narrows as it passes the column.
The column itself stands at the top of several groups of
STAIRS, then the circuit heads to the left for Turn 1.

Ahead, there are a set of three archways in the raceway.  The
best racing line is to use the right-most archway, then
perform Turn 2 by hitting the apex EXACTLY, as Turn 2 narrows
tremendously.  On exit, it is important to keep to the right,
as there is a median in the raceway on corner exit.

The raceway narrows again just before Turn 3.  Ahead, Turn 4
can be seen, but it is easy to overshoot the corner at night
and in other low-visibility conditions.  It is important to
keep wide to the right exiting Turn 4 to avoid the obstacle
in the middle of the raceway immediately before the
Start/Finish Line.

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

LONDON: TRAFALGAR: SHORT: PALL MALL EAST II
Pall Mall East II is even trickier than Cockspur Street
East!!!

Here, the Start/Finish Line is located before the triple-
archway.  Again, it is best to use the right-most archway,
then perform Turn 1 by hitting the apex EXACTLY, as Turn 1
narrows tremendously.  IMMEDIATELY, drivers must get to the
left for the right-hand Turn 2, which is a tight J-turn.

Turn 3 follows almost immediately.  This left-hand J-turn is
made even more difficult because of both the narrowness of
the raceway and the fact that the barrier at the apex
protrudes into the raceway itself, essentially forcing cars
to 'turn right' before they can finally turn left here.  This
corner will DEFINITELY require drifting.

The ensuing straightaway narrows briefly and then widens
again.  Ahead, the left-hand right-angle Turn 4 can be seen,
but it is easy to overshoot the corner at night and in other
low-visibility conditions.  It is important to keep wide to
the right exiting Turn 4 to avoid the obstacle in the middle
of the raceway on corner exit.

Turn 5 follows very quickly after Turn 4.  Here, a tall
column stands in the middle of the raceway, which narrows as
it passes the column.  The column itself stands at the top of
several groups of STAIRS, then the circuit heads to the left
for Turn 1, and on to the Start/Finish Line.

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

LONDON: TRAFALGAR: MEDIUM: THE MALL WEST V
This is the reverse/mirror of Pall mall East II, with the
Start/Finish Line moved to before the tight corner with the
protruding barrier at the apex.

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

LONDON: TRAFALGAR: MEDIUM: ADMIRALTY ARCH EAST
This is a reverse/mirror version of Cockspur Street East,
except extended by one city block in its back side to include
a fairly tight hairpin corner.

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

LONDON: TRAFALGAR: MEDIUM: PALL MALL WEST
This is Admiralty Arch East with an additional hairpin
corner, and the Start/Finish Line moved to between the two
hairpins.

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

LONDON: TRAFALGAR: MEDIUM: ST. MARTINS NORTH II
Turn 1 is a left-hand perpendicular corner which must be
taken wide to avoid the column in the raceway on corner exit
and to properly set up Turn 2.

Ahead, a tall column stands in the middle of the raceway,
which narrows as it passes the column.  The column itself
stands at the top of several groups of STAIRS, then the
circuit heads to the left for Turn 2.

Ahead, there are a set of three archways in the raceway.  The
best racing line is to use the right-most archway, as the
circuit narrows and forces traffic to merge to the right upon
passing through the archways.  Ahead, a gentle double-apex
left-hand section brings the traffic around Nelsons Column
onto the 'front stretch,' which contains two brief narrow
sections before the Start/Finish Line.

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

LONDON: TRAFALGAR: MEDIUM: PALL MALL EAST
This is identical to St. Martins North II, except that the
Start/Finish Line has been moved to DIRECTLY before the
triple-archways, which are followed by a tight nasty left-
right-left chicane before going around Nelsons Column.

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

LONDON: TRAFALGAR: MEDIUM: REGENT STREET SOUTH
Regent Street South is fairly different from any of the
preceding event venues in the Trafalgar sector of London.
The first complex is a set of three gentle left-hand corners
which continually narrow the raceway and transition onto red
brick.  Almost immediately, the raceway transitions to whiter
blocks and turns to the right rather abruptly, requiring at
least moderate braking.  Almost immediately after that, the
circuit cuts back abruptly to the left around a building,
hiding an obstacle in the roadway, so a wide racing line is
required around this building; then the exit of the corner
narrows to force all traffic to merge to the left.  (While
drifting may indeed be beneficial for much of this initial
complex, the worst part of the circuit has now been completed
- whew!!!)

After a short straightaway, the circuit edges to the right
just before a 135-degree left-hand J-turn (Turn 6).
Fortunately, the raceway is a bit wider here, but drifting
will still be quite beneficial through this corner.

Ahead, Turn 7 is a left-hand right-angle corner whose optimum
racing line is blocked by a statue in the raceway.  By
entering Turn 7 from the extreme far-right and hitting the
apex flawlessly, it is possible to squeak by this statue
without incident.  Ahead, the raceway narrows, merging all
traffic to the left at the Start/Finish Line.

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

LONDON: TRAFALGAR: MEDIUM: TRAFALGAR CHALLENGE
Forthcoming

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

LONDON: TRAFALGAR: MEDIUM: REGENT STREET SOUTH II
This is the same as Regent Street South, except that the
right-left complex on the white blocks comes earlier.  This
is good in that it makes it easier to spot and thus get
around the obstacle in the raceway at the end of this
section.

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

LONDON: TRAFALGAR: MEDIUM: CHARING CROSS EAST
This is the reverse/mirror configuration of Regent Street
South.

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

LONDON: TRAFALGAR: MEDIUM: COVENTRY STREET WEST
This is Regent Street South II with an additional left-right-
left around a building.  Plus, the Start/Finish Line has been
moved to the transition point from red brick to pavement.

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

LONDON: TRAFALGAR: LONG: IRVING STREET EAST
This is the reverse of Coventry Street West, with the
Start/Finish Line moved to the area with the white blocks.

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

LONDON: TRAFALGAR: LONG: REGENT STREET NORTH II
Almost directly beyond the Start/Finish Line is a lamppost in
the middle of the raceway.  Avoiding this, players should get
to the far-left side of the raceway to set up the right-hand
Turn 1, then get back to the right side to set up the left-
hand Turn 2.

A number of gentle right-hand corners follow, sometimes with
the raceway narrowing somewhat.  At the median, take the
right side, to better set up the following left-hand corner
(Turn 6).

Turn 7 follows almost immediately - and, due to the statue in
the raceway, there is almost no good way through this corner.
The best thing to do (which is definitely NOT the optimal
racing line thanks to the statue) is to approach from the far
left, then treat Turn 7 as a decreasing-radius corner to
squeak past both the apex and the statue.

When the Sanyo sign on the side of the building can be seen,
begin braking for the right-hand J-turn at Turn 8.  Drifting
will be required to maintain some speed here.  The raceway
fades slightly to the left on corner exit, and continues on
to the Start/Finish Line.

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

LONDON: TRAFALGAR: LONG: REGENT STREET SOUTH II
This is the reverse/mirror of Coventry Street West with the
Start/Finish Line alongside the added building.

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

LONDON: TRAFALGAR: LONG: THE MALL WEST III
This relatively high-speed circuit begins just before the
transition from pavement to red brick entering the section
with the white blocks.  The first two corners are a right-
left complex through the white-block area, with the lightpost
in the middle of the raceway exiting the blind Turn 2.  After
a straightaway, a quick fade to the right precedes the left-
hand J-turn at Turn 3, where drifting is probably a good idea
to maintain speed.

This opens onto a long straightaway where great speeds can be
attained.  There are two obstacles in the raceway along the
latter half of this straightaway; it is best to pass these on
the right-hand side in order to have the best possible racing
line for Turn 4.  Immediately after the second obstacle (the
tall stone column), the raceway descends STAIRS, then makes a
perpendicular turn to the left.

Ahead is the triple-archway.  This time, the middle archway
is the best one to use, as the raceway narrows here from
either side, forcing all traffic to merge to the center.

Once past the triple-archway, the circuit makes three gentle
high-speed turns to the left.  Due to narrowness from the
left side, it is best to keep to the right until the exit of
the third turn, where the circuit widens briefly but then
narrows from the right side at the Start/Finish Line.

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

LONDON: TRAFALGAR: LONG: REGENT STREET NORTH
This is essentially a reverse/mirror configuration of The
Mall West III with a shifted Start/Finish Line.

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

LONDON: TRAFALGAR: LONG: CHARING CROSS ROAD NORTH
This is essentially The Mall West III with a clockwise trip
around Nelsons Column.

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

LONDON: TRAFALGAR: LONG: THE MALL EAST II
At first glance at the circuit map, this appears to be just
like The Mall West III.  However, this is much trickier,
especially at night or in other low-visibility conditions.

Turn 1 is a right-hand J-turn with a fade to the left on
corner exit.  Drifting through Turn 1 should help to maintain
a semblance of speed, which can help in passing slower cars
on corner exit.

Immediately after the obstacle in the middle of the raceway,
the circuit makes its right-left bend through the white-block
area.  It is best to pass the lamppost on the left to provide
a better racing line for Turn 2.

Now the circuit begins to get rather tricky (and,
unfortunately, not in an SSX way).  There is a nasty fade to
the left immediately before Turn 3, which itself is a tight
and narrow J-turn to the right around a protruding barrier
(fencing) at the apex.  Drifting is DEFINITELY required here
to maintain a little more speed than any competitors.  The
circuit fades again to the right on corner exit.

Now at Nelsons Column, the circuit goes around it
counterclockwise.  It is best to not gain too much speed here
for Turns 4 and 5, as Turn 6 is NASTY!!!

Immediately after Turn 5, the circuit heads back to the
right.  This is another J-turn, which leads to a widened
raceway and the triple-archway.  It is best to take the left-
most or center archway, then get to the left side of the
raceway to set up Turn 7.

This final corner must be taken wide, as it empties onto
ascending STAIRS with a tall stone column at its center.
After passing one more obstacle in the middle of the raceway,
cars pass the Start/Finish Line.

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

LONDON: TRAFALGAR: LONG: THE MALL WEST II
Forthcoming

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

LONDON: TRAFALGAR: LONG: TRAFALGAR CIRCULAR
Available ONLY in Time Attack Mode, this venue allows players
to roam freely along those routes used in the Trafalgar
sector of London.

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

LONDON: WESTMINSTER: SHORT: PARLIAMENT SQUARE CIRCULAR
This is a circular venue with all corners to the left.  The
first turn is greatly narrowed compared to all the others.

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

LONDON: WESTMINSTER: SHORT: PARLIAMENT SQUARE WEST
Forthcoming

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

LONDON: WESTMINSTER: SHORT: PARLIAMENT SQUARE SOUTH
This is a rather technical venue for such a short circuit.
Speed is definitely a detriment here.

The first 'corner' is actually made of multiple right-hand
corners in a wide sweep around a building.  It is best to
keep to the left as much as possible here, as apexes tend to
extend out into the raceway.  This entire 'corner' runs for
approximately 275 degrees, but it seems to go on for much,
much, MUCH longer than that!!!!!  After the first 180
degrees, it is important to begin braking, for as soon as the
first 'corner' ends, an incredibly tight left-hand hairpin
challenges event the best technical drivers.

Immediately following the hairpin, the circuit begins an even
wider right-hand triple-apex 'corner' with narrow turns
through its long sweeping run.  The end of this 'corner'
fades to the left to the Start/Finish Line.

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

LONDON: WESTMINSTER: SHORT: ST. THOMAS' NORTH
This circuit configuration will be repeated in similar
fashion throughout the Westminster sector (two loops around
buildings connected by a stretch of flat-out acceleration),
so players would be smart to come to grips with this
particular venue as similar tactics will come into use later
on in the game.

The initial straightaway heads in one direction while across
the left-side barrier, the circuit heads in the opposite
direction.  If cars are passing in the opposite direction (on
the left), it may be difficult to hear if there are any cars
approaching quickly from behind.

At the end of the short initial straightaway, the circuit
makes three left-hand right-angle turns.  The raceway is
rather narrow, both for the straightaway and for these
corners around a medium-tall building.  After the third left-
hand turn (275 degrees around the medium-tall building), the
circuit continues to the right with another perpendicular
turn, heading back along the initial straightaway but in the
opposite direction.  Throughout this entire segment, drifting
can be beneficial in these tight, narrow corners.

After the short straightaway, the circuit widens greatly as
it loops to the left around a larger building.  This is a
great place - and really the only viable place - to pass one
or more cars, especially should they drift toward the outside
of the loop.  This section around the building can really be
treated as a circular track similar to the Queen Victoria
Memorial venue (but in the opposite direction).  After a
total radius of 360 degrees, there is another right-hand
right-angle corner which ends with the Start/Finish Line.

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

LONDON: WESTMINSTER: SHORT: LAMBETH BRIDGE EAST
This uses a similar configuration to St. Thomas' North.

Events here begin on a bridge crossing the Thames River.  At
each end of the bridge, cars must go clockwise around a small
traffic circle, then get back onto the bridge and head the
other way.

This is a rather straightforward venue overall.
Unfortunately, the only real chances of making any passes are
at the traffic circles, because the raceway over the bridge
(in either direction) is really too narrow for successfully
making passes.

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

LONDON: WESTMINSTER: SHORT: HOUSES OF PARLIAMENT SOUTH
After a left-hand perpendicular turn, the raceway widens
briefly, then narrows greatly.  Turns 2 and 3 are right-hand
corners around a small building; these should probably be
taken as a wide single hairpin corner.

Immediately following Turn 3 is a right-hand perpendicular
corner to the left, followed immediately by a right-hand
right-angle corner.  Once the raceway narrows, another right-
hand right-angle corner follows.

After a quick fade to the left, the raceway doubles back on
itself to the right in an incredibly tight hairpin turn.
There is some good swing-out area for this corner on exit,
but the raceway narrows again very quickly for the
Start/Finish Line.

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

LONDON: WESTMINSTER: SHORT: A23 WEST
The initial straightaway heads in one direction while across
the left-side barrier, the circuit heads in the opposite
direction.  If cars are passing in the opposite direction (on
the left), it may be difficult to hear if there are any cars
approaching quickly from behind.

At the end of the short initial straightaway, the circuit
makes three left-hand right-angle turns.  The raceway is
rather narrow, both for the straightaway and for these
corners around a medium-tall building.  After the third left-
hand turn (275 degrees around the medium-tall building), the
circuit continues to the right with another perpendicular
turn, heading back along the initial straightaway but in the
opposite direction.  Throughout this entire segment, drifting
can be beneficial in these tight, narrow corners.

After the short straightaway, the circuit widens greatly as
it loops to the left around a larger building.  This is a
great place - and really the only viable place - to pass one
or more cars, especially should they drift toward the outside
of the loop.  This section around the building can really be
treated as a circular track similar to the Queen Victoria
Memorial venue (but in the opposite direction).  After a
total radius of 275 degrees, there is another right-hand
right-angle corner which leads onto a straightaway where
speed can be attained... but this is not wise due to the
nasty left-hand hairpin as the circuit doubles back upon
itself and returns toward the large building circled
previously.  Once at the building, the circuit makes a final
right-hand perpendicular turn to the Start/Finish Line.

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

LONDON: WESTMINSTER: SHORT: PARLIAMENT SQUARE WEST II
The initial left-hand right-angle corner allows for some
swing-out room, but then the circuit narrows greatly again
and leads onto a straightaway where speed can be attained.
Speed is not a benefit here, however, as the circuit soon
doubles back upon itself (to the right), allowing some
generous swing-out room.

Shortly, the circuit turns to the left, then makes two turns
to the right around a grassy square.  The raceway around the
square is rather wide, except for the second of these two
right-hand corners.  On exit, the raceway widens, then
narrows again.

Speed can once again be attained, but is not suggested due to
the tight hairpin ahead as the circuit doubles back upon
itself (again, to the right).  There is NO swing-out room
here, however, to drifting is DEFINITELY a necessity here.
The Start/Finish Line awaits upon corner exit.

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

LONDON: WESTMINSTER: MEDIUM: MILBANK SOUTH
Again, this is a circuit with a configuration similar to St.
Thomas' North.  The main difference here is that the traffic
circles are rounded counterclockwise, and the straightaways
are longer, wider, and contain multiple fades.

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

LONDON: WESTMINSTER: MEDIUM: PARLIAMENT SQUARE EAST
This is essentially Milbank South with an additional left-
right chicane at one of the ends of the circuit (the end
encircling a building and a grassy square).

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

LONDON: WESTMINSTER: MEDIUM: WESTMINSTER BRIDGE EAST II
This is essentially Milbank South running in clockwise
fashion around a building and a grassy square.

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

LONDON: WESTMINSTER: MEDIUM: LAMBETH PALACE ROAD NORTH
This is essentially Milbank with a bus stop chicane around a
building just following the traffic circle (the other end
loops clockwise around a wide building).

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

LONDON: WESTMINSTER: MEDIUM: LAMBETH BRIDGE WEST
This time, the Start/Finish Line is on a bridge over the
Thames River.  Once on the other side, there is a traffic
circle, but the raceway turns to the right and onto a long
straightaway with numerous fades.  At its end, traffic
circles a grassy square in a counterclockwise direction, then
heads back along the same straightaway in the opposite
direction to the traffic circle, which is also taken
counterclockwise before crossing the river via the same
bridge.  After encircling the traffic circle on the other
sound (again, in a counterclockwise direction), the cars get
back on the bridge to meet the Start/Finish Line.

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

LONDON: WESTMINSTER: MEDIUM: WESTMINSTER BRIDGE EAST
This is a TRUE circuit - no traffic circles, no doubling
back, etc.  This venue runs along both sides of the Thames
River, making use of two bridges.

The initial 'straightaway' is almost constantly in movement.
It is four lanes wide, so there should be no problems in
making passes.  However, there are several medians along this
initial 'straightaway,' and these are incredibly difficult to
spot at nighttime and in other low-visibility conditions;
therefore, it may be best to try to keep to either the left
or the right on this 'straightaway.'

The other straightaways are much more STRAIGHT, especially
the bridges.  The four left-hand corners, however, can be
tricky, with some narrowing and others fairly wide.

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

LONDON: WESTMINSTER: MEDIUM: WESTMINSTER CHALLENGE
Forthcoming

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

LONDON: WESTMINSTER: LONG: BRIDGE STREET WEST
This odd venue is roughly shaped like a yoke that might be
put on a beast of burden to help with plowing on a farm.  The
ends of the 'yoke' can be rather tricky, although high speeds
can be attained on the bridge over the Thames River.

Quickly after the Start/Finish Line, the circuit doubles back
upon itself (to the left).  Once alongside Big Ben, it turns
to the right and heads out across the Thames River.

On the other end of the bridge, the circuit turns to the
right and narrows.  After a brief straightaway, the raceway
loops 275 degrees counterclockwise around a medium-tall
building before turning to the right back upon itself and
heading for the now-familiar wide building, where the circuit
loops around counterclockwise for 275 degrees before heading
to the right again, back across the bridge.

On the other end of the bridge, the circuit makes a 180
degree loop around the grassy square, then a right-hand
right-angle turn to the Start/Finish Line.

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

LONDON: WESTMINSTER: LONG: OLD PALACE YARD NORTH
This is another TRUE circuit.  In fact, this is Westminster
Bridge East with two main changes:
   1.) The circuit is run in reverse/mirror configuration.
   2.) The traffic circles, building, and grassy square at
       each of the four corners of the circuit are now looped
       in a clockwise direction.

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

LONDON: WESTMINSTER: LONG: WESTMINSTER BRIDGE EAST IV
This is Westminster Bridge East with several changes:
   1.) The most significant change is that the raceway uses
       only HALF the actual roadway.  The positive aspect of
       this is that there are no medians with which players
       must contend.
   2.) There are several 'switches' between halves of the
       roadway.  This is essentially a precursor to the
       events held in Tokyo.
   3.) Only two buildings and one traffic circle are
       looped (counterclockwise).

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

LONDON: WESTMINSTER: LONG: WESTMINSTER BRIDGE EAST III
This is Lambeth Bridge West run in reverse configuration
(taking the traffic circles and buildings in a clockwise
direction).

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

LONDON: WESTMINSTER: LONG: NEW PALACE YARD SOUTH
Forthcoming

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

LONDON: WESTMINSTER: LONG: ABINGDON STREET SOUTH
This odd venue is roughly shaped like a yoke with long
extensions and a short bar over the shoulders.  This is run
with the loops taken in a clockwise direction.

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

LONDON: WESTMINSTER: LONG: WESTMINSTER CIRCULAR
Available ONLY in Time Attack Mode, this venue allows players
to roam freely along those routes used in the Westminster
sector of London.

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

SAN FRANCISCO: FISHERMANS WARF: SHORT: JONES SOUTH
This is a triangular circuit around a triangularly-shaped
building.  The Start/Finish Line is on a short descent.  The
'straightaway' between Turns 1 and 2 is flat, while the climb
up to Turn 3 is a slight incline.

Even though this is a triangular circuit, it is wide enough
to be treated as a standard circular circuit.  However, use
of drifting tactics may be beneficial nonetheless.

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

SAN FRANCISCO: FISHERMANS WARF: SHORT: COLUMBUS NORTH
Forthcoming

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

SAN FRANCISCO: FISHERMANS WARF: SHORT: BEACH EAST
Forthcoming

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

SAN FRANCISCO: FISHERMANS WARF: SHORT: FRANCISCO WEST
This is a highly technical venue for such a short circuit.
What makes this circuit so difficult is the constant changing
of elevation.  Fortunately, all turns are left-hand right-
angle corners.

The Start/Finish Line is located halfway up a steep ascent,
making proper accelerating from a standing start crucial.
Turn 1 itself is flat, but given the steep ascent on corner
entry and the steep descent on corner exit, this is far more
challenging than what one might initially expect.

After a short-but-steep descent, Turn 2 is again flat, but
there is a major trick here.  Immediately upon corner exit,
the raceway is halved, with the right half (which continues
to drop in elevation) blocked; traffic is thus forced up the
LEFT half along a steep ascent.  Because it is the LEFT half
of the raceway which is used here, a standard racing line is
virtually useless here.  Treating Turn 2 like a J-turn
combined with drifting tactics should help.

Turn 3 is a slight plateau on the ascent, but the circuit
continues to climb slightly.  Then, the raceway has a steep
descent until Turn 4, which begins another steep ascent to
the Start/Finish Line.

It is important to master this circuit, as it will come into
play in various configurations in many of the circuits set in
the Fishermans Warf sector of San Francisco.

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

SAN FRANCISCO: FISHERMANS WARF: SHORT: LEAVENWORTH SOUTH
This is a purely rectangular circuit run in a
counterclockwise direction with virtually no elevation
changes.

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

SAN FRANCISCO: FISHERMANS WARF: SHORT: EMBARCADERO EAST III
After the briefest of straightaways, the circuit doubles back
upon itself (to the right).  At the other end of the circuit,
it ESSENTIALLY doubles back upon itself (again, to the
right), but this time it is not quite a true hairpin corner,
coming back at an angle.  After the briefest of
straightaways, there is a quick right-left chicane around a
building leading back to the Start/Finish Line.

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

SAN FRANCISCO: FISHERMANS WARF: SHORT: JEFFERSON EAST
Turn 1 is a left-hand right-angle corner leading to the edge
of a single-block 'park' of grass and a few trees.  Turns 2
and 3 are right-hand J-turns (120 degrees each) around this
'park,' with Turn 2 marking the crest of a small rise in
elevation (the rest of the circuit is flat).

Turn 4 is a left-hand right-angle corner.  From here, the
rest of the circuit is rectangular with turns always to the
right.

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

SAN FRANCISCO: FISHERMANS WARF: SHORT: TAYLOR SOUTH II
This event venue is roughly carrot shaped, although not
nearly as pointed or 'tricky' as St. James' Park West in
London's St. James' Park sector.  The 'point' is nearly a
true hairpin corner where drifting will definitely be of
benefit, and the other two corners are nearly right-angle
turns.  All turns here are to the left.

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

SAN FRANCISCO: FISHERMANS WARF: SHORT: TAYLOR SOUTH
This is another rectangularly-shaped event venue, with all
turns to the right.

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

SAN FRANCISCO: FISHERMANS WARF: SHORT: TAYLOR NORTH II
This is essentially Jefferson East run in reverse/mirror
configuration and with the square area of the circuit instead
elongated into a rectangle.

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

SAN FRANCISCO: FISHERMANS WARF: MEDIUM: JEFFERSON WEST III
Almost immediately beyond the Start/Finish Line, the circuit
makes a right-hand right-angle turn.  One city block later,
this is repeated.  At the next cross-street, the circuit
turns to the left, then again to the right along the
shorefront (which fades in various directions).

At the end of the shorefront, the circuit map indicates a
right-hand double-apex corner with a total radius of about
160 degrees.  It is best to treat this section as a single
wide corner.

Eventually, the circuit will 'chicane' to the left and to the
right to return to the Start/Finish Line.

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

SAN FRANCISCO: FISHERMANS WARF: MEDIUM: EMBARCADERO EAST II
The 'front stretch' is rather lengthy and contains several
fades.  Some of these fades are severe enough to almost be
considered a chicane, and can easily catch unsuspecting
players by surprise, especially in events held here at night
or in other low-visibility conditions.

At the end of the 'front stretch,' there is a pair of left-
hand perpendicular turns.

Along the 'back stretch,' well after the fade to the right,
there IS a true chicane about halfway along its length.  This
is a quick right-left chicane which is made fairly difficult
due to the speed picked up since leaving Turn 2.  Just beyond
that, the circuit practically doubles back upon itself (to
the left) and returns to the Start/Finish Line.

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

SAN FRANCISCO: FISHERMANS WARF: MEDIUM: JEFFERSON EAST II
This is Jefferson West III run in reverse with a shifted
Start/Finish Line.

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

SAN FRANCISCO: FISHERMANS WARF: MEDIUM: FRANCISCO EAST
This is a fun circuit which is primarily rectangular in shape
with a 'protrusion' along one side.  Great speeds can be
attained here, but great skill is also required for the
'protrusion.'

Turn 1 is a left-hand perpendicular corner two city blocks
beyond the Start/Finish Line.  From here, the circuit is
absolutely flat for a long time, then the final city block of
this straightaway takes an uphill climb.  After the left-hand
right-angle Turn 2, the circuit makes several steep inclines,
broken only for the passage of the various cross-streets.

Turn 3 is not particularly flat itself, and opens onto a
quick incline which then descends a little into Turn 4.

Here is the aforementioned 'protrusion.'  At Turn 4, the
raceway turns to the right (another perpendicular corner),
but THE RACEWAY IS NARROWED BY HALF, so cars can
realistically travel through here ONLY in single-file
formation.  After a brief-but-steep descent, the circuit
doubles back upon itself (to the left) with little room for
error and NO swing-out room, then turns once more to the
right to continue its slow downhill trajectory.

Finally, Turns 7 and 8 are left-hand right-angle corners
which lead back onto the 'front stretch.'

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

SAN FRANCISCO: FISHERMANS WARF: MEDIUM: BEACH EAST III
Two city blocks beyond the Start/Finish Line, the circuit
makes a right-hand right-angle turn and begins a long ascent
toward a wall with a set of arrows at its top.  At the wall,
the circuit turns to the left.

Now the tricky part: Turn 3.  This is a right-hand right-
angle corner which suddenly widens just before the actual
corner itself.  Turning too soon will result in a collision
with the barrier while competitors pass by quickly.  A wide
racing line is best here.

Turn 3 exits onto another straightaway which makes an even
steeper climb.  At the top of this climb, Turn 4 is both flat
and blind on approach; the distance to the corner can really
only be judged by the amount of building that can be seen
opposite the upcoming corner.

Turn 4 exits onto a steep downhill slope tempered several
times by mini-plateaux as cross-streets intersect with the
raceway.  Those who have played either Gran Turismo 2 (on
PlayStation/PSOne) or Gran Turismo 3 (on PlayStation2) will
definitely recognize the similarity with the Seattle Circuit
II race venue in those games.  Just like Seattle Circuit II,
the very bottom of this steep decline (Turn 5) is a nasty
right-hand turn leading onto a long straightaway, the end of
which has the right-angle right-hand Turn 6 leading onto the
'front stretch' and the Start/Finish Line.

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

SAN FRANCISCO: FISHERMANS WARF: MEDIUM: BEACH EAST II
This is Beach East III with the addition of two identical
triangular left-right-left chicanes - one before the long
uphill climb, and one after the descending narrow hairpin.
Each time, the chicane is comprised of a left-hand
perpendicular corner, a right-hand 135-degree corner, and a
left-hand 45-degree corner.  Of the two chicanes, the one
following the descending narrow hairpin is the most difficult
due to the continual downhill slope.

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

SAN FRANCISCO: FISHERMANS WARF: MEDIUM: EMBARCADERO EAST
This is Embarcadero East II run in reverse, with the
Start/Finish Line following the right-left chicane around a
building.

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

SAN FRANCISCO: FISHERMANS WARF: MEDIUM: TAYLOR NORTH
This venue is essentially Francisco East with a 'chicane'
(right-left-left-right) around an entire city block.  The
Start/Finish Line is between the right-left of the 'chicane.'

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

SAN FRANCISCO: FISHERMANS WARF: MEDIUM: LEAVENWORTH NORTH
By now, players should be quite familiar with the steep
uphill/downhill section of the Fishermans Warf sector of San
Francisco.  While this is a slightly-new configuration, this
familiarity means that there should be no surprises for
players.

Here, the Start/Finish Line comes just after coming UP from
the narrow hairpin.  This short straightaway begins on a
semi-steep uphill climb, making a good start at the beginning
of a race rather important.  This straightaway then descends
slightly before the right-hand right-angle Turn 1 leads down
the long multi-tiered mini-mountain to the right-hand
perpendicular Turn 2.

Here is where the circuit differs a little from previous
configurations.  After a slight descent, the raceway turns to
the left, then one city block later turns again to the right
at Turn 4.  Two city blocks later, the circuit turns to the
right at Turn 5; after another four city blocks comes the
right-hand Turn 6, which leads up to the narrow hairpin and
the Start/Finish Line.

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

SAN FRANCISCO: FISHERMANS WARF: MEDIUM: HYDE NORTH
This is similar to Leavenworth North, with the Start/Finish
Line at the very bottom of the long downhill portion of the
Leavenworth North circuit.  The circuit is run in a clockwise
direction, with the initial left-right much further along
than at Leavenworth North.

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

SAN FRANCISCO: FISHERMANS WARF: LONG: JEFFERSON WEST V
Run in a counterclockwise direction, the Jefferson West V
event venue is a bit challenging, primarily along the 'back
side' of the circuit.

Shortly after the Start/Finish Line, the circuit edges
uphill, then makes the now-familiar left-hand perpendicular
turn to the long multi-tiered uphill run reminiscent of
Seattle Circuit in Gran Turismo 2 and Gran Turismo 3.  At the
very top of this hill (the corner with the tall white
building), the raceway flattens out for Turn 2, whose exit
begins a long downhill run (which makes Turn 2 particularly
tricky).

After a quick steep descent, Turn 3 must be taken wide, as
this comes to the narrow section.  The raceway is halved
here, with the slightly-descending right half used for the
Jefferson West V circuit.  After a very brief narrow section,
Turn 4 widens to the right and continues the downhill
trajectory of the venue.

Turns 5-7 form a triangular chicane.  Turn 5 is a
perpendicular left-hand corner, Turn 6 is a right-hand 135-
degree corner, and Turn 7 is a left-hand 45-degree corner.
Turn 6 will almost definitely require drifting, but the
entire chicane is made even more difficult due to both the
speeds entering the chicane and the fact that it continues
downhill the entire time.

Almost immediately upon exiting the chicane, the raceway
makes another left-hand right-angle turn.  In coming onto
this long straightaway, it is important to keep to the right,
as the circuit briefly narrows on the left.

Four city blocks after Turn 8, Turn 9 heads to the left, then
repeats itself one city block beyond.  After another city
block, Turn 11 heads to the right, emptying onto the 'front
stretch' and the Start/Finish Line.

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

SAN FRANCISCO: FISHERMANS WARF: LONG: HYDE NORTH III
After a city block, the circuit turns to the right; one city
block later, it turns to the right again; one city block
beyond that, it turns to the left.  This opening segment is
indeed quite busty, so clean passes in the corners can
provide a good lead by the entry to Turn 4.

After an elongated city block, the circuit turns to the right
again at Turn 4.  Three city blocks beyond, it turns to the
right once more for Turn 5; it is imperative to keep to the
left in the final black before Turn 5 to avoid the narrowing
from the right side of the raceway.

The circuit now slowly climbs uphill toward the tall wall,
where the raceway heads left and narrows by half for Turn 6.
The raceway widens and heads right for Turn 7, making a steep
uphill climb to the crest of this event venue.  Turn 8 (the
crest) is flat, but the steep ascent on approach and the
steep descent on exit combine with the blind nature of the
corner to make this particularly troublesome.

After the long steep multi-tiered descent, the circuit makes
a right-hand right-angle turn to the right.  It is best to
keep wide left on exit, however, as the following city block
sees the venue make a 45-degree turn to the right; this is
quickly followed by a 135-degree turn to the left (requiring
drifting tactics) and emptying onto the Start/Finish Line.
This final 'chicane' also rests at the final corner.

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

SAN FRANCISCO: FISHERMANS WARF: LONG: JEFFERSON WEST
Shortly after the Start/Finish Line, the circuit turns to the
left then heads back to the right one city block later.  This
empties onto a long straightaway with an easy right-hand
fade, which should be a prime marker to begin braking for the
upcoming tight right-left chicane (Turns 3 ad 4) around a
building.  The chicane may require drifting tactics.

Shortly following the chicane, the circuit makes a hard left-
hand near-hairpin.  Drifting is DEFINITELY required here.

The 'back stretch' is rather lengthy and contains several
fades.  Some of these fades are severe enough to almost be
considered a chicane, and can easily catch unsuspecting
players by surprise, especially in events held here at night
or in other low-visibility conditions.

Turn 6 is a left-hand right-angle corner which is actually
more of a J-turn, and made even more difficult due to the
speeds sustained along the 'back stretch.'  One city block
later, the circuit heads back to the right.  After two
elongated city blocks, the circuit turns to the left, then
does the same again after one more city block.  This leads
onto the 'front stretch' and the Start/Finish Line ahead.

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

SAN FRANCISCO: FISHERMANS WARF: LONG: FISHERMANS CHALLENGE
Forthcoming

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

SAN FRANCISCO: FISHERMANS WARF: LONG: JEFFERSON WEST IV
This circuit begins on the steep uphill multi-tiered climb.
This makes a good strong start very important to keep from
falling behind from the very beginning of a race here.

At the top of this steep ascent is the left-hand Turn 1.
Again, the very top itself is flat, whereas the exit of Turn
1 is a steep descent.  This leads down to Turn 2, where the
raceway narrows by half on exit, so cars must keep wide to
the right coming out of Turn 2.  After the right-hand Turn 3,
the raceway will again widen.

Very quickly beyond Turn 3, the course makes a triangular
chicane (Turns 4-6).  This is a left-hand right-angle corner.
a nasty right-hand 135-degree J-turn, and a 45-degree left-
hand corner.  The J-turn WILL require drifting to maintain
some speed throughout the chicane.  Very quickly after the
chicane, the circuit turns to the left at Turn 7, where the
circuit temporarily narrows from the left shortly beyond the
corner exit.

Four city blocks beyond Turn 7, the circuit makes a right-
hand right-angle turn at Turn 8.  Ahead, the leftward-
pointing arrows indicate the near-hairpin as the circuit
practically doubles back upon itself; drifting WILL be needed
here.  At the end of the long fading straightaway, a left-
right complex (Turns 10 and 11) brings the raceway away from
the seaside itself.

After two elongated city blocks, the circuit turns left, then
back to the right one city block later.  At the top of the
small rise, the circuit makes its final turn to the left,
leading to the Start/Finish Line.

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

SAN FRANCISCO: FISHERMANS WARF: LONG: FISHERMANS WARF EAST
From the Start/Finish Line (near the seaside), the circuit
runs straight for a few city blocks before turning to the
right and away from the seaside.  Four city blocks later, the
raceway heads to the right (Turn 2) and up the long incline
toward the now-familiar wall.

At the wall, the raceway narrows by half as it turns to the
left (Turn 3).  Then immediately afterward is the right-hand
hairpin (Turn 4, which WILL require drifting tactics) and the
steep incline up to the widening left-hand Turn 5 at the top
of the wall.  After more of a steep incline and a brief
descent, the raceway turns to the right for Turn 6 and heads
down the long multi-tiered straightaway.  At its bottom is
the right-hand Turn 7, which itself can be tricky due to all
the momentum gained in the long steep downhill run from Turn
6.

After two city blocks, Turn 8 heads to the left; one city
block later, the raceway heads back to the right (Turn 9).
After two elongated city blocks, another left-right complex
(Turns 10 and 11) brings the raceway back along the seaside.

After a long straightaway with several fades (some which are
more like rather violent and narrow doglegs), the near-
hairpin at Turn 12 will require drifting tactics as the
circuit nearly doubles back upon itself to the right.
Shortly afterward is the quick right-left chicane around a
building, immediately after which comes the Start/Finish
Line.

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

SAN FRANCISCO: FISHERMANS WARF: LONG: HYDE NORTH II
After 1-1/2 elongated city blocks, a left-right complex
(Turns 1 and 1) brings the raceway back along the seaside.
After a long straightaway with several fades (some which are
more like rather violent and narrow doglegs), the near-
hairpin at Turn 3 will require drifting tactics as the
circuit nearly doubles back upon itself to the right.
Shortly afterward is the quick right-left chicane (Turns 4
and 5) around a building.  A few city blocks beyond the
dogleg, the circuit turns to the left (Turn 6) and away from
the seaside.

Four city blocks later, the raceway heads to the right (Turn
7) and up the long incline toward the now-familiar wall.  At
the wall, the raceway narrows by half as it turns to the left
(Turn 8).  The raceway widens in Turn 9 as it continues the
steep incline.  At its top, the circuit turns to the right
for Turn 10; since the approach is a steep incline, the
corner itself is flat, and the exit is a steep descent, this
corner can be VERY tricky, especially at night and in other
low-visibility conditions.  This leads onto the LONG downhill
steep multi-tiered descent.  At its bottom is the right-hand
Turn 11, which itself can be tricky due to all the momentum
gained in the long steep downhill run from Turn 10.

After two city blocks, Turn 11 heads to the left; one city
block later, the raceway heads back to the right (Turn 12),
with the Start/Finish Line just ahead.

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

SAN FRANCISCO: FISHERMANS WARF: LONG: EMBARCADERO WEST
This is Hyde North II with a shifted Start/Finish Line and
the usual two triangular chicanes thrown in.

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

SAN FRANCISCO: FISHERMANS WARF: LONG: EMBARCADERO WEST II
Forthcoming

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

SAN FRANCISCO: FISHERMANS WARF: LONG: FISHERMANS CIRCULAR
Available ONLY in Time Attack Mode, this venue allows players
to roam freely along those routes used in the Financial
District sector of San Francisco.

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

SAN FRANCISCO: FINANCIAL DISTRICT: SHORT: WASHINGTON EAST
This is a rectangular event venue run in a clockwise
direction around a building.  The 'front stretch' is rather
narrow compared to the other straightaways, which makes
drifting a slight need for Turn 4.

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

SAN FRANCISCO: FINANCIAL DISTRICT: SHORT: PINE EAST
This is a slightly-longer, slightly-wider event venue run in
a counterclockwise direction around an entire city block.
The straightaways are all four lanes wide, providing plenty
of room for entering and exiting corners at speed and for
making passes as well.

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

SAN FRANCISCO: FINANCIAL DISTRICT: SHORT: WASHINGTON WEST III
This is a slightly-longer squared venue run in a
counterclockwise direction, with each side of the square two
city blocks in length.

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

SAN FRANCISCO: FINANCIAL DISTRICT: SHORT: DAVIS SOUTH
Getting away from the symmetrical event venues, Davis South
begins with a pair of right-hand perpendicular corners around
a building.  After one city block, it then makes a 45-degree
turn to the right.  The next corner is a sharp J-turn bring
the traffic back onto the 'Front Stretch.'

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

SAN FRANCISCO: FINANCIAL DISTRICT: SHORT: MERCHANT EAST II
Turns 1 and 2 are left-hand right-angle corners around a tall
building.  Turn 3 is another left-hand right-angle corner,
but is quickly followed by Turn 4, which leads onto a narrow
alleyway where two-abreast racing is not suggested.  At the
end of the alleyway, a pair of left-hand perpendicular
corners bring the cars back onto the 'front stretch.'

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

SAN FRANCISCO: FINANCIAL DISTRICT: SHORT: MERCHANT EAST
Merchant East is essentially Merchant East II with all the
instructions reversed (right becomes left; left becomes
right).

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

SAN FRANCISCO: FINANCIAL DISTRICT: SHORT: PINE WEST
Turn 1 is a right-angle right-hand corner.  Shortly
afterward, Turn 2 makes a 45-degree turn to the right, but
almost immediately afterward comes the right-hand J-turn at
Turn 3 requiring drifting tactics.  Very quickly afterward,
the circuit makes a left-hand right-angle turn to the left,
then this is followed by a pair of right-angle right-hand
corners leading back toward the Start/Finish Line.

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

SAN FRANCISCO: FINANCIAL DISTRICT: SHORT: MARKET SOUTH
Market South is virtually the same as Pine West with a few
longer straightaways and a shifted Start/Finish Line.

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

SAN FRANCISCO: FINANCIAL DISTRICT: SHORT: DAVIS NORTH
Turn 1 is a right-hand J-turn which can benefit from some
drift; however, keep to the outside on corner exit to ensure
avoiding the median.

Turn 2 is a right-hand perpendicular corner, followed shortly
by a left-hand right-angle corner, followed shortly by a
right-angle perpendicular corner.  All three of these turns
can benefit from drifting tactics.

These final two corners can essentially be treated as one
elongated corner.  Turn 5 is a right-hand right-angle corner
requiring some drift.  This is followed instantly by Turn 6,
which is a gentle 45-degree corner that can be taken at full
acceleration as it leads traffic toward the Start/Finish
Line.

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

SAN FRANCISCO: FINANCIAL DISTRICT: SHORT: WASHINGTON EAST III
Washington East III is the reverse/mirror of Davis South.

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

SAN FRANCISCO: FINANCIAL DISTRICT: SHORT: WASHINGTON EAST II
This is a counterclockwise-run triangular-shaped event venue
with four corners (go figure!!!).

Turn 1 is a left-hand 45-degree angle corner which can itself
be taken at top acceleration, but is best with moderate
braking, as it is followed instantly by the left-hand right-
angle Turn 2.

Ahead, the raceway jogs slightly to the left and transitions
for one city block to red brick.  At its end is Turn 3, which
transitions back to pavement; moderate or heavy braking is
required for this left-hand right-angle corner due to the
speeds attained since Turn 2.

Halfway along this next straightaway, the raceway again jogs
slightly to the left, PLUS a median appears in the middle of
the raceway.  Taking the right side of the raceway here
provides a better racing line for the left-hand J-turn at
Turn 4, although moderate braking and drifting tactics will
still definitely be required here.

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

SAN FRANCISCO: FINANCIAL DISTRICT: SHORT: MARKET SOUTH II
The 'front stretch' here has two medians with a small gap
between them; the Start/Finish Line is located at this gap.
On the opening lap, it may be best to cut through the gap to
the right side of the second median so as to avoid any
bottlenecks by the other cars and to also hopefully gain one
or more race positions by the end of Turn 1.  However, on
subsequent laps, it is important to use the left side of the
raceway to get by BOTH medians.

Turn 1 is a right-hand right-angle corner requiring moderate
braking and perhaps some drift as well.  A wide racing line
is important here, as the next straightaway also has a
median.

Turn 2 is a sixty-degree corner to the right which can
generally be taken at full acceleration with the proper
racing line.  This leads onto a semi-long straightaway with a
left-hand dogleg at its center.

Turn 3 is a wide right-hand hairpin corner.  There is A LOT
of room here for the corner itself, but it is best to keep as
tight to the apex as possible in order to produce the lowest
possible lap times.  Drifting tactics should be used here.

Turn 4 is a left-hand right-angle corner onto the widest
straightaway in the Financial District of San Francisco.
Therefore, VERY light tapping of the brakes MAY be necessary
here, but this corner can generally be taken at full
acceleration by using a wide racing line on corner exit.

Turn 5 is a right-hand J-turn requiring moderate braking and
perhaps some drift as well.  It is important to keep a wide
racing line exiting Turn 5, as it leads onto the 'front
stretch' with its two medians.

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

SAN FRANCISCO: FINANCIAL DISTRICT: MEDIUM: EMBARCADERO NORTH
   IV
This event venue has only two turns to the right, each a
hairpin corner heading back the other direction along the
edge of the Financial District.  The long straightaways
connecting these two hairpin corners contain minor fades to
the right and left.  Except for the short squarish and
rectangular event venues, there is no easier circuit to be
found anywhere in San Francisco!!!

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

SAN FRANCISCO: FINANCIAL DISTRICT: MEDIUM: EMBARCADERO SOUTH
Turn 1 is a left-hand 45-degree angle corner which can itself
be taken at top acceleration, but is best with moderate
braking, as it is followed instantly by the left-hand right-
angle Turn 2.

Turns 3-6 are all right-angle corners to the left-right-left-
right.  Exiting Turn 5, however, drivers must take either a
wide or a tight racing line to avoid the median in the
raceway.

Turn 7 is a left-hand hairpin corner with A LOT of recovery
room.  This leads back toward the Start/Finish Line, which is
located near the end of the straightaway.

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

SAN FRANCISCO: FINANCIAL DISTRICT: MEDIUM: PINE EAST
The 'front stretch' is bisected by a single long median.  At
the beginning of an event here, the cars start from the right
side of the median; this is the preferred side throughout the
race, as it sets up a better racing line for Turn 1.

Turn 1 is a right-angle left-hand corner.  Due to the median,
this needs to be treated nearly like a J-turn.

After a long straightaway, the toughest complex of right-
angle corners of the Pine East venue appears.  Heavy braking
is required for Turn 2, a left-hand corner onto a narrower
street followed IMMEDIATELY by the left-hand Turn 3 as it
leads onto a small alleyway.  At the end of the alleyway,
Turns 4 and 5 are right-hand corners around the building;
Turn 6 ahead leads to the left onto the same street as
before.

Turns 7 and 8 are both left-hand 45-degree corners which can
be taken at top acceleration; while these corners are
separated by the briefest of straightaways, they can
essentially be approached as if this was a single elongates
widened sweeping left-hand perpendicular corner.  Due to the
median along the 'front stretch,' however, it is important to
keep wide to the right exiting Turn 8 to avoid the median
bisecting the raceway.

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

SAN FRANCISCO: FINANCIAL DISTRICT: MEDIUM: DAVIS NORTH II
From the Start/Finish Line, the straightaway has a dogleg to
the right followed by another to the left; these can both be
taken at full acceleration.  However, the wide right-hand
hairpin corner at Turn 1 quickly follows the second of the
doglegs.

The circuit widens at the exit of Turn 1, and widens again at
the exit of Turn 2, a left-hand J-turn which can be taken
wide at (nearly-)full acceleration.

Ahead is Turn 3, a tight right-hand J-turn requiring drifting
tactics; this corner leads onto a narrower street with a
median.  It is important to keep as wide as possible on
corner exit here, as there are three medians (with tiny gaps
between them) along the ensuing straightaway, but then the
raceway is narrowed by half to force all cars to what was the
left side of the medians... so it makes much more sense to
start on the left side of these medians anyhow.

Turn 4 is a left-hand right-angle corner followed almost
immediately by a right-hand right-angle corner.  Quickly
afterward, a right-hand perpendicular corner follows, which
is itself quickly followed by a right-hand 45-degree corner
(leading to the Start/Finish Line) which can be taken at full
throttle; in fact, these final two corners can be handled as
if they were one long extended sweeping J-turn.

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

SAN FRANCISCO: FINANCIAL DISTRICT: MEDIUM: STUART SOUTH
At the end of the long 'front stretch,' the circuit doubles
back to the left upon itself; drifting tactics will be
required here in order to maintain any semblance of speed.

Ahead is the median-filled area.  Turn 2 is a right-hand J-
turn requiring both drift AND a wide racing line to keep to
the left side of the median on corner exit.  Turn 3 is a
left-hand corner also requiring a wide racing line to get to
the right side of its medians on corner exit.

Turn 4 is a left-hand J-turn which fortunately leads onto the
widest street in San Francisco's Financial District.
However, the fencing along the apex can be difficult to spot
here, even in clear daylight conditions, so it is best to
stay a little bit away from the apex so as not to ram it and
incur a Penalty.

Turn 5 is a right-hand right-angle corner onto a slightly-
narrower street.  Ahead, Turn 6 is a wide sweeping left-hand
hairpin leading onto the 'front stretch.'

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

SAN FRANCISCO: FINANCIAL DISTRICT: MEDIUM: EMBARCADERO NORTH
   II
The end of the initial straightaway has a tight right-hand
hairpin as the circuit doubles back upon itself.  Then,
roughly at the halfway point of the initial straightaway, the
circuit makes a 100-degree left-hand turn (Turn 2) onto a
very narrow raceway.

Ahead, there are three consecutive right-angle right-hand
corners around a building.  This brings the cars back to the
narrow raceway, but heading back the other direction due to
the left-hand right-angle Turn 6.

After one city block, the circuit turns back to the left
again with a J-turn which will almost certainly require
drifting tactics.  The final corner, Turn 8, is another tight
right-hand hairpin as the circuit doubles back upon itself.
This leads back onto the initial straightaway.

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

SAN FRANCISCO: FINANCIAL DISTRICT: MEDIUM: SANSOME SOUTH II
One city block beyond the Start/Finish Line, Turn 1 is a
right-hand right-angle corner.  Quickly thereafter, the
circuit makes a wide left-hand hairpin corner.

At the end of the straightaway, there is a 45-degree left-
hand corner which can generally be handled at full
acceleration.  However, this turns onto a straightaway with a
set of medians; it is best to keep a tight line to stay to
the left of these medians, as the right side of these medians
will eventually be forced to merge with the left side anyhow.

At the end of this lengthy straightaway is a left-hand
perpendicular corner (Turn 4).  Due to the tremendous speeds
attained since the hairpin (Turn 2), Turn 4 requires a LONG
braking zone.  After four city blocks, Turn 5 is also a
right-angle left-hand corner.

After another lengthy straightaway, Turns 6 and 7 form the
single trickiest chicane in the Financial District.  The
fencing is difficult to discern here, even in clear daylight
conditions, but it IS there and it IS blocking any ability to
straight-line this chicane.  Cars are therefore REQUIRED to
slow semi-significantly and make a fast right-left to follow
the path indicated here:

             <-----------
                        /
                        \
                         \
                          \
                           \

This will fortunately lead toward the Start/Finish Line
several city blocks ahead, but those who lose concentration
here and ram the fencing at the second apex of the chicane
will almost certainly lose races here.

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

SAN FRANCISCO: FINANCIAL DISTRICT: MEDIUM: SANSOME NORTH V
At the end of the initial straightaway are a pair of overhead
pedestrian bridges; the left-hand right-angle Turn 1
immediately follows these pedestrian bridges.  Note that
these pedestrian bridges may be difficult to spot at night or
in other low-visibility conditions.

After one city block (and another overhead pedestrian
bridge), the circuit makes two right-hand perpendicular turns
(Turns 2 and 3) around a building.  After one city block, the
raceway doubles in width but is divided by a median; getting
to the left side of this median provides a better racing line
for Turn 4.

At the end of the third median, the circuit turns to the
right with a right-angle corner.  This is followed one city
block later by a left-hand perpendicular corner (Turn 5).

After one city block, the raceway widens as it makes a 45-
degree turn to the right.  One city block later, it makes a
right-hand 135-degree J-turn requiring drifting tactics;
beware the apex here.

The final five corners are all right-angle corners heading
left-right-left-right-right.  Except the final right-right
(separated by a single city block), these corners are all
separated by 2-3 city blocks.

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

SAN FRANCISCO: FINANCIAL DISTRICT: MEDIUM: SANSOME SOUTH III
Turn 1 is a right-hand right-angle corner, followed quickly
by the left-hand wide hairpin corner at Turn 2.

After the straightaway, the circuit makes a 45-degree turn to
the left.  It is important to start wide but make a TIGHT
racing line to keep to the left of the median on corner exit,
since the traffic on the right of the median will be forced
to merge to the left anyhow.

At the end of this lengthy straightaway, there is a right-
angle left-hand turn onto another long straightaway.  A
similar turn (Turn 5) follows.  This is quickly followed by a
right-hand perpendicular corner, then a left-hand J-turn (135
degrees) onto the wide initial straightaway.

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

SAN FRANCISCO: FINANCIAL DISTRICT: MEDIUM: SANSOME SOUTH
At the end of the initial straightaway, Turns 1 and 2 form
the single trickiest chicane in the Financial District.  The
fencing is difficult to discern here, even in clear daylight
conditions, but it IS there and it IS blocking any ability to
straight-line this chicane.  Cars are therefore REQUIRED to
slow semi-significantly and make a fast right-left to follow
the path indicated here:

             <-----------
                        /
                        \
                         \
                          \
                           \

Those who lose concentration here and ram the fencing at the
second apex of the chicane will almost certainly fall VERY
far behind in races here.

Ahead, Turn 3 is a right-hand right-angle corner.  Quickly
thereafter, the circuit makes a wide left-hand hairpin corner
(Turn 4).

At the end of the longest straightaway at this event venue,
Turn 5 is a left-hand elongated 45-degree turn with a
protruding apex, so braking will definitely be required here.
One city block later, Turn 6 is a left-hand right-angle
corner.

After two city blocks, the circuit makes a right-hand
perpendicular turn (Turn 7).  Two city blocks later is a
left-hand perpendicular corner.  One city block beyond is a
right-hand perpendicular corner (Turn 9), followed one city
block later by the left-hand perpendicular Turn 10.  Three
city blocks beyond THAT is the final corner, a right-angle
left-hand corner leading toward the Start/Finish Line.

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

SAN FRANCISCO: FINANCIAL DISTRICT: MEDIUM: MARKET WEST II
From the Start/Finish Line, the first complex is one city
block ahead.  This is a left-right-right complex of
perpendicular corners around a building.

Just ONE city block beyond the initial complex is essentially
an elongated Bus Stop chicane, a right-left-left-right around
a building.

At last, a chance to breathe (somewhat).  The Bus Stop
chicane leads onto a long straightaway which gains a median;
it is best to keep to the right side of the median here.  At
the end of the median, the circuit makes a right-hand 45-
degree turn (Turn 8); braking will be needed due to the
narrowness of the raceway (from either side of the median) on
corner entry, plus the fact that the raceway does not widen
much on corner exit.

At the end of the ensuing straightaway is a pair of right-
hand right-angle corners (Turn 9 and 10).  These are so close
together that they can be considered as a wide sweeping
hairpin corner.

One city block later. the circuit makes a left-hand right-
angle turn (Turn 11).  After a medium-length straightaway,
the circuit makes a right-hand 135-degree J-turn onto a
narrower street.

Here, the corners are all right-angle corners and all come
rather quickly.  This section runs left-right-left-right with
only one city block separating each of these corners.

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

SAN FRANCISCO: FINANCIAL DISTRICT: MEDIUM: EMBARCADERO NORTH
This rather technical circuit begins with a right-angle left-
hand corner onto a narrower road followed IMMEDIATELY by a
left-hand right-angle corner onto an even narrower alleyway.
A pair of right-hand perpendicular corners brings the traffic
around a building, then the left-hand Turn 5 leads onto a
straightaway.  What a way to begin a lap at Embarcadero
North!!!!!

The next section requires good rhythm.  This is a left-right-
left-right complex of perpendicular corners all separated by
only a single city block each.  This then gives way to a
left-hand 135-degree J-turn followed almost instantly by a
left-hand 45-degree corner  (Turn 11).  Again, good rhythm
through this section is key to success, especially if
attempting to make passes.

After a short straightaway, the circuit turns to the right
ninety degrees (Turn 12).  Then comes the trickiest section.
Turns 13 and 14 form the single trickiest chicane in the
Financial District.  The fencing is difficult to discern
here, even in clear daylight conditions, but it IS there and
it IS blocking any ability to straight-line this chicane.
Cars are therefore REQUIRED to slow semi-significantly and
make a fast right-left to follow the path indicated here:

             <-----------
                        /
                        \
                         \
                          \
                           \

Those who lose concentration here and ram the fencing at the
second apex of the chicane will almost certainly far VERY far
behind in a race.

After a straightaway, Turn 15 heads to the right (another
perpendicular corner), This is soon followed by a pair of
left-hand perpendicular corners which can essentially be
treated as a single wide sweeping left-hand hairpin corner.

At the end of the final straightaway, the circuit makes a 45-
degree turn to the left, but the apex protrudes just enough
to cause A LOT of trouble.  It is best to keep a wide racing
line to get to the right side of the median on corner exit.
At the end of the median, traffic on the right side of the
median is forced to merge to the left.  The Start/Finish Line
and YET ANOTHER treacherous lap of the Embarcadero North
event venue await!!!!!

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

SAN FRANCISCO: FINANCIAL DISTRICT: LONG: STUART NORTH
Forthcoming

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

SAN FRANCISCO: FINANCIAL DISTRICT: LONG: SANSOME NORTH IV
The initial straightaway has several medians with tiny gaps
between them.  At the start of a race, get to the right side
(through a gap) as quickly as possible to try to avoid the
other cars.

Turn 1 is a right-hand 45-degree corner which can be taken at
full acceleration; the racing line from the right side of the
medians (along the initial straightaway) is slightly more
difficult due to a slightly-protruding apex, but can still be
cleared fairly easily at top speed.  Turn 2 ahead is a right-
hand 135-degree J-turn requiring drift as it leads onto a
narrower street, so an approach from the far-left on corner
entry is key.

Next is a section of consecutive right-angle corners all
separated by a single city block each.  These corners are
left-right-left-right.  Good rhythm is imperative here.

Several city blocks ahead, the raceway turns to the left
(Turn 7) with a perpendicular corner.  A pair of right-hand
right-angle corners (Turns 8 and 9) brings the traffic around
a tall building and onto a long straightaway.

At the end of this long straightaway are two overhead
pedestrian bridges.  The left-hand perpendicular Turn 10 is
just beyond the second pedestrian bridge.  It is important to
begin braking well before the actual corner due to the speeds
attained along the straightaway.

The next straightaway also has two pedestrian bridges, about
one city block apart.  After the first pedestrian bridge, the
raceway jogs slightly to the left.  After the second
pedestrian bridge, Turn 11 is a right-hand right-angle
corner.  Drifting may be desired here.  Almost immediately
after Turn 11 is the 45-degree right-hand Turn 12, which can
be taken at full acceleration.

Turn 13 sees the raceway narrow by half.  The circuit turns
onto a street with a median, but - unlike other circuits in
the Financial District which also use this street - ALL
traffic is forced to the left side of the median here;
therefore, a wide racing line will ensure that drivers do not
get caught ramming the median or the barrier blocking the
right side of the median.

After one city block, the circuit turns to the left onto the
initial straightaway and its medians.  Due to the medians, it
is best to use a wide racing line here for this right-angle
corner, as it is a faster racing line and will also avoid the
median.

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

SAN FRANCISCO: FINANCIAL DISTRICT: LONG: MARKET WEST
This technical event venue begins with a left-hand
perpendicular corner followed one city block later by a
right-hand perpendicular corner.  Those with excellent
cornering skills can get a good lead on the rest of the
competitors by the exit of Turn 2.

After several city blocks, the circuit makes a right-hand
right-angle turn to the right (Turn 3), then turns to the
left at the end of the building on the left (Turn 4), then
almost immediately back to the right with another
perpendicular corner (Turn 5).

At the end of this straightaway are two overhead pedestrian
bridges.  The left-hand perpendicular Turn 6 is just beyond
the second pedestrian bridge.  It is important to begin
braking well before the actual corner due to the speeds
attained along the straightaway.

The next straightaway also has two pedestrian bridges, about
one city block apart.  After the first pedestrian bridge, the
raceway jogs slightly to the left.  After the second
pedestrian bridge, Turn 7 is a right-hand right-angle corner.
Drifting may be desired here.  Almost immediately after Turn
11 is the 45-degree right-hand Turn 8, which can be taken at
full acceleration.

Turn 8 leads onto the longest straightaway of the Market West
event venue.  There is a dogleg to the right followed by a
dogleg to the left.  Both doglegs can be handled at full
acceleration with ease.

Turns 9 and 10 are a pair of consecutive right-hand
perpendicular corners; they are close enough that they can be
treated as a single right-hand wide sweeping hairpin corner.
Shortly afterward, the circuit makes a left-hand right-angle
corner onto the widest street of San Francisco's Financial
District.

The next section is tricky.  Turns 11-13 form the
reverse/mirror configuration of the single trickiest chicane
in the Financial District, with an additional left-hand 135-
degree J-turn.  The fencing is difficult to discern here,
even in clear daylight conditions, but it IS there and it IS
blocking any ability to straight-line this chicane.  Cars are
therefore REQUIRED to slow semi-significantly and make a fast
right-left to follow the path indicated here:

            ->-----------
                        /
                        \  |
                         \ |
                          \|

Those who lose concentration here and ram the fencing at the
second apex of the chicane will almost certainly far VERY far
behind in a race.

One block beyond this complex, Turn 14 is a right-hand 45-
degree corner which can be taken at full acceleration.
However, beyond that is the right-hand 135-degree J-turn;
this final will require drift.

Turn 16 is a left-hand right-angle corner, followed one city
block later by the right-hand right-angle Turn 17.  This
leads to the Start/Finish Line.

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

SAN FRANCISCO: FINANCIAL DISTRICT: LONG: SANSOME NORTH
Turn 1 is a left-hand right-angle corner.  Since there is not
much distance between the Start/Finish Line and Turn 1, cars
will tend to bunch up here at the start of a race.

Turns 2 and 3 are left-hand perpendicular corners around a
tall building.  This leads onto a long straightaway.  At the
end of this straightaway are two overhead pedestrian bridges.
The left-hand perpendicular Turn 4 is just beyond the second
pedestrian bridge.  It is important to begin braking well
before the actual corner due to the speeds attained along the
straightaway.

One city block beyond Turn 4, the circuit makes a pair of
right-hand perpendicular corners around another building.
One block later (Turn 7), the circuit turns to the left with
another right-angle corner; the exit is onto a straightaway
with a median, so a wide racing line here is both fast and
required to avoid the median.

The right-hand Turn 8 is a 45-degree corner which can be
taken at full throttle.  This is an increasing-radius corner,
so the actual corner itself will seem to go on forever before
the raceway finally straightens itself out once more.
Therefore, beware the barrier on the inside of the corner; it
can be used as a guide, but due to the increasing radius of
the turn, drivers should not get too close to it.

Turns 9 and 10 are a pair of consecutive right-hand
perpendicular corners; they are close enough that they can be
treated as a single right-hand wide sweeping hairpin corner.
Shortly afterward, the circuit makes a left-hand right-angle
corner onto the widest street of San Francisco's Financial
District.

Ahead, Turn 12 is a right-hand 45-degree angle corner.  This
can be taken at full acceleration, but one city block later
is a right-hand perpendicular corner, so it is best to begin
braking before Turn 12 through the apex of Turn 13.

One city block later, the circuit turns to the left (Turn
14); two city blocks later, it turns again to the right and
back toward the Start/Finish Line.  Turns 14 and 15 are both
perpendicular corners.

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

SAN FRANCISCO: FINANCIAL DISTRICT: LONG: MARKET EAST
This is Market West in reverse/mirror configuration with the
Start/Finish Line shifted to the long straightaway along the
edge of San Francisco's Financial District.

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

SAN FRANCISCO: FINANCIAL DISTRICT: LONG: FINANCIAL CHALLENGE
Forthcoming

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

SAN FRANCISCO: FINANCIAL DISTRICT: LONG: DAVIS SOUTH II
The Start/Finish Line is directly at the exit of the final
corner (Turn 15) of this event venue.  To begin events here,
the cars actually form up in the corner itself.

One city block beyond the Start/Finish Line (and thus beyond
the final corner of this event venue), Turn 1 is a left-hand
right-angle turn.  Two city blocks later, the circuit makes a
right-hand right-angle turn to the right.  After four city
blocks, Turn 3 is a right-angle left-hand corner.  About five
city blocks beyond that, Turn 5 is a left-hand perpendicular
corner followed shortly by the right-hand perpendicular Turn
6.

Next comes the tricky sections.  First, the circuit makes a
135-degree left-hand J-turn (Turn 7).  Immediately afterward,
Turn 8 is a left-hand 45-degree corner.  After one city
block, the circuit makes a right-angle turn to the right
(Turn 9).

Then comes the trickiest section in the Financial District.
Turns 10 and 11 form the single trickiest chicane in the
Financial District.  The fencing is difficult to discern
here, even in clear daylight conditions, but it IS there and
it IS blocking any ability to straight-line this chicane.
Cars are therefore REQUIRED to slow semi-significantly and
make a fast right-left to follow the path indicated here:

             <-----------
                        /
                        \
                         \
                          \
                           \

Those who lose concentration here and ram the fencing at the
second apex of the chicane will almost certainly far VERY far
behind in a race.

After a straightaway, Turn 12 heads to the right (another
perpendicular corner), This is soon followed by a pair of
left-hand perpendicular corners (Turns 13 and 14) which can
essentially be treated as a single wide sweeping left-hand
hairpin corner.

At the end of the long straightaway, the circuit makes a
left-hand 45-degree turn to the left.  The Start/Finish Line
is here immediately AT corner exit.

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

SAN FRANCISCO: FINANCIAL DISTRICT: LONG: SANSOME NORTH II
Forthcoming

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

SAN FRANCISCO: FINANCIAL DISTRICT: LONG: SANSOME NORTH III
This is a somewhat-technical event venue with a few long
straightaways to gain speed and momentum.  Those who perform
well at the Grand Prix of Monaco in F1-based games should
likely perform well at Sansome North III.

The initial straightaway is really quite long.  This makes
the braking zone for Turn 1 rather lengthy.  Look for the two
overhead pedestrian bridges (these may be difficult to spot
at nighttime or in other low-visibility conditions); one full
city block beyond the second pedestrian bridge is the left-
hand right-angle Turn 1.

One city block later, the circuit makes another left-hand
right-angle turn (Turn 2); one block beyond is Turn 3, a
right-hand right-angle corner.  Yet another city block beyond
that is the right-angle right-hand Turn 4.

Turn 5 is rather tricky.  This is a right-hand 45-degree
corner, but the sidewalk and the fencing at the apex
protrudes out into the raceway; even worse, the sidewalk and
fencing are difficult to spot even in clear daylight
conditions at midday :-(   Therefore, slight braking and a
wide racing line will help to ensure that this corner is
cleared safely.

Following Turn 5 is a rather lengthy straightaway along the
edge of San Francisco's Financial District.  This is a great
place to pass any slower cars encountered in the first
section of the circuit.  Due to the length of this
straightaway, Turn 6 will also have an insanely-long braking
zone.

Turns 6 and 7 are a pair of right-hand right-angle corners
which are actually close enough to be considered as a single
wide right-hand hairpin corner.  Again, due to the length of
the preceding straightaway, Turn 6 will also have an
insanely-long braking zone.

After a short straightaway, Turn 8 is a left-hand right-angle
corner emptying onto the widest street in the Financial
District.  Therefore, it should be possible to use a wide
racing line to safely clear this corner without resorting to
braking.  Employing drifting tactics for this corner will
result in a good number of Style-based Kudos at the end of
each event here.

Turn 9 is a right-hand 135-degree J-turn.  Due to the length
of the preceding straightaway, Turn 9 will also require a
long braking zone.

Turns 10-13 require a great sense of rhythm and timing, as
these are all consecutive perpendicular corners separated by
a single city block.  This is a left-right-left-right section
of the circuit.

Turns 14-16 form a left-right-right section around a tall,
wide building.  These are all perpendicular corners.

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

SAN FRANCISCO: FINANCIAL DISTRICT: LONG: EMBARCADERO NORTH
   III
Shortly beyond the Start/Finish line, this final true event
venue in the Financial District (no events are held at
Financial Circular) narrows significantly as the circuit
makes a left-hand right-angle turn.  One city block later,
Turn 2 widens greatly with a left-hand perpendicular corner,
but due to the median in the raceway, a wide racing line
through Turn 2 will permit the maximum amount of speed to be
carried through the corner and into the ensuing straightaway.

Turn 4 is a right-hand 45-degree corner which can be taken at
full acceleration.  It is best to edge to the left as much as
possible before reaching the corner itself, as this is a
decreasing-radius corner.

Turn 5 is a right-hand 135-degree J-turn.  Mind the braking
zone for Turn 5.

After two city blocks, Turn 6 is a left-hand right-angle
corner.  This is followed two city blocks later by the right-
angle right-hand Turn 7.  Four city blocks later is the
perpendicular right-hand Turn 8.

Once again, this is the long straightaway with the two
overhead pedestrian bridges near its end.  Turns 9-13 (a
left-right-right-left-left section) follow just beyond the
second pedestrian bridge.  All these corners here are right-
angle corners.  Note that the raceway between Turns 12 and 13
is incredibly narrow.

Turn 14 is a right-hand hairpin corner.  Drifting tactics
will be required here.

The longest straightaway of the Embarcadero North III venue
ensures.  Just after the quick dogleg to the right is the
final corner, a right-hand hairpin turn (Turn 15).

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

SAN FRANCISCO: FINANCIAL DISTRICT: LONG: FINANCIAL CIRCULAR
Available ONLY in Time Attack Mode, this venue allows players
to roam freely along those routes used in the Financial
District sector of San Francisco.

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

SAN FRANCISCO: PACIFIC HEIGHTS: SHORT: OCTAVIA NORTH II
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

This circuit is run in a clockwise direction around a single
city block.  The Start/Finish Line is halfway up the steep
incline between Turns 4 and 1.  The circuit crests at Turn 2
and bottoms out at Turn 4, which makes these two turns
(especially Turn 2) particularly tricky - especially at
nighttime and in other low-visibility conditions.

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

SAN FRANCISCO: PACIFIC HEIGHTS: SHORT: JACKSON EAST
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

This circuit is run in a counterclockwise direction around a
single city block.  Turn 3 is the crest of the circuit, but
there is not much of a change in elevation.

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

SAN FRANCISCO: PACIFIC HEIGHTS: SHORT: VALLEJO EAST
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

This circuit is run in a clockwise direction around a single
city block.  The straightaway from Turn 1 to Turn 2 has a
semi-steep descent; the straightaway from Turn 3 to Turn 4
has a semi-steep ascent.

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

SAN FRANCISCO: PACIFIC HEIGHTS: SHORT: PACIFIC EAST II
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

This circuit is run in a counterclockwise direction around a
single city block.  The straightaway from Turn 3 to Turn 4 is
a steep descent; the circuit makes a steady, gradual ascent
from Turn 4 to Turn 3.

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

SAN FRANCISCO: PACIFIC HEIGHTS: SHORT: OTVAIA SOUTH II
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

This circuit is run in a counterclockwise direction around a
single city block.  The Start/Finish Line is located on a
semi-steep descent.  The straightaway from Turn 2 to Turn 3
has a semi-steep ascent.

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

SAN FRANCISCO: PACIFIC HEIGHTS: SHORT: BUCHANAN NORTH
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

This is a rectangular-shaped circuit run in a
counterclockwise direction.  The straightaway from Turn 2 to
Turn 3 is a steep downhill run, whereas the rest of the
circuit makes a gradual ascent.

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

SAN FRANCISCO: PACIFIC HEIGHTS: SHORT: OCTAVIA SOUTH
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

This is another rectangular-shaped circuit, run in a
counterclockwise direction.  The Start/Finish Line is shortly
after Turn 4 and on a straightaway with a semi-steep downhill
run.  The straightaway from Turn 2 to Turn 3 is a semi-steep
hill climb.

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

SAN FRANCISCO: PACIFIC HEIGHTS: SHORT: GOUGH SOUTH
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

This is another rectangular-shaped circuit, run in a
clockwise direction.  The Start/Finish Line is shortly after
Turn 4 and on a straightaway with a semi-steep hill climb.
The straightaway from Turn 2 to Turn 3 is a semi-steep
downhill run.

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

SAN FRANCISCO: PACIFIC HEIGHTS: MEDIUM: OCTAVIA NORTH
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

This is a rectangular-shaped circuit run in a clockwise
direction.  The Start/Finish Line is located along the short
straightaway at the 'bottom' of the circuit.  Following Turn
1 is a steep hill climb three city blocks in length.
Following Turn 3 is a steep downhill run three city blocks in
length.

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

SAN FRANCISCO: PACIFIC HEIGHTS: MEDIUM: WASHINGTON EAST IV
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

This is a rectangular-shaped circuit run in a
counterclockwise direction.  The straightaway (three city
blocks in length) from Turn 4 to Turn 1 is a steep downhill
descent; the rest of the circuit makes an uphill climb, with
the steepest section along the straightaway (three city
blocks in length) between Turns 2 and 3).

Note that the exit of Turn 4 has three medians.  Therefore,
either a very wide or a very tight racing line is required
here.

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

SAN FRANCISCO: PACIFIC HEIGHTS: MEDIUM: WASHINGTON WEST
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

Immediately following the Start/Finish Line is the left-hand
Turn 1.  From here, the circuit descends slightly to the
right-hand Turn 2 one city block away.  After a flat city
block comes the right-hand Turn 3.  One city block beyond
that is the left-hand Turn 4, which leads onto a steep
descent of one city block.

Turn 5 is a right-hand corner leading onto a relatively-flat
straightaway lasting two city blocks.  Turn 6 is then a left-
hand corner leading onto a steep uphill climb for three city
blocks.

The final city block of this straightaway has three medians
just before the right-hand Turn 7.  Whether passing the
medians on the left or on the right, a very tight racing line
will be required for this right-hand corner.

Following Turn 7 is a straightaway lasting for two city
blocks.  The first city block is a very negligible descent,
whereas the drop in elevation is much more noticeable in the
second city block of this straightaway.

Turn 8 is a right-hand corner leading to the Start/Finish
Line.

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

SAN FRANCISCO: PACIFIC HEIGHTS: MEDIUM: BUCHANAN SOUTH
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

The initial straightaway of the Buchanan South event venue is
the longest straightaway of the circuit.  Therefore, the
braking zone for the right-hand Turn 1 will be rather
lengthy.  The entire straightaway makes a very gentle descent
into Turn 1.

Turn 1 marks the beginning of a long, steep, uphill climb.
Turn 2 (one city block later) is a right-hand corner; one
city block beyond that is the left-hand Turn 3.

The final city block of this straightaway has three medians
just before the right-hand Turn 4.  Whether passing the
medians on the left or on the right, a very tight racing line
will be required for this right-hand corner.

Following Turn 4 is a straightaway lasting for two city
blocks.  The first city block is a very negligible descent,
whereas the drop in elevation is much more noticeable in the
second city block of this straightaway.

Turn 5 is a right-hand corner beginning a long descent.
Along the three city blocks of the ensuing straightaway, the
drop in elevation is more and more pronounced with each
passing city block.  At the end of this straightaway is the
right-hand Turn 6, which leads onto the initial straightaway.

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

SAN FRANCISCO: PACIFIC HEIGHTS: MEDIUM: JACKSON EAST II
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

The Start/Finish Line is located on a steep downhill descent.
At the very bottom of this initial straightaway is the left-
hand Turn 1, which marks the lowest elevation of the Jackson
East II event venue.

After three city blocks, Turn 2 is a left-hand corner.  This
is repeated one city block later with Turn 3.  After another
city block is the right-hand Turn 4.

This next straightaway continues the gentle uphill climb
begun at Turn 1.  This straightaway lasts for two city blocks
before the left-hand Turn 5, which leads onto a two-block
straightaway continuing the gentle uphill climb to the left-
hand Turn 6.

Note that the exit of Turn 6 has three medians.  Therefore,
either a very wide or a very tight racing line is required
here.  The Start/Finish Line is at the end of the third
median.

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

SAN FRANCISCO: PACIFIC HEIGHTS: MEDIUM: BROADWAY WEST
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

The Start/Finish Line is located along a gentle uphill climb.
Turn 1 (one city block beyond the Start/Finish Line) is a
left-hand corner.  One city block beyond is the right-hand
Turn 2.  One city block beyond that is the left-hand Turn 3,
which leads onto a much steeper ascent for one city block
before lessening the grade of the slope for the second city
block.  Following this is the left-hand Turn 4.

Note that the exit of Turn 4 has three medians.  Therefore,
either a very wide or a very tight racing line is required
here.

The run from Turn 4 to Turn 5 is a steep downhill run lasting
for three city blocks.  At the bottom of this straightaway,
Turn 5 is a left-hand corner marking the lowest elevation of
the Broadway West event venue.

Turn 6 is a right-hand corner leading onto the initial
straightaway.

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

SAN FRANCISCO: PACIFIC HEIGHTS: MEDIUM: BUCHANAN SOUTH II
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

The Start/Finish Line is located along the steep/semi-steep
uphill climb leading to Turn 1, which has the three medians
on corner exit.  As usual, Turn 1 marks the highest elevation
of the event venue.

After a steep descent for two city blocks, Turn 2 is a right-
hand corner opening onto a brief straightaway (lasting for
one city block) with a much gentler downhill slope.  Turn 3
is a left-hand corner leading onto a steep straightaway (for
two city blocks) to the lowest elevation of the Buchanan
South II event venue at the left-hand Turn 4.

One city block beyond Turn 4 is the left-hand Turn 5.  This
leads onto a steep uphill climb for one city block before the
right-hand Turn 6.  After a semi-steep ascent for two city
blocks comes the left-hand Turn 7, which leads onto a steep
ascent for three city blocks.

Turn 8 is a left-hand corner leading steeply up to the
Start/Finish Line.

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

SAN FRANCISCO: PACIFIC HEIGHTS: MEDIUM: PACIFIC CHALLENGE
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

Forthcoming

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

SAN FRANCISCO: PACIFIC HEIGHTS: LONG: PACIFIC EAST
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

The Start/Finish Line is located at the halfway point along
the initial straightaway, which makes a semi-steep uphill
climb along its entire length.  This is also the longest
straightaway of the Pacific East venue, so a long braking
zone will be required for Turn 1 when on a hotlap.

Turn 1 is a left-hand corner leading onto a steeper ascent.
After two city blocks, the circuit turns to the left again at
Turn 2.  After a gentler ascent for one city block, the
circuit heads to the right at Turn 3.  One city block later
is the left-hand Turn 4, which continues to uphill climb for
another two city blocks to Turn 5, the left-hand corner
marking the highest elevation of the Pacific Heights sector
of San Francisco.  (Remember that there are the three medians
on the exit of Turn 5.)

After a steep drop in elevation for two city blocks, the
circuit heads to the right for Turn 6.  The grade of the
ascent lessens significantly for one city block to the left-
hand Turn 7, then the elevation drops quickly again for one
city block to the left-hand Turn 8 (marking the lowest
elevation of the Pacific Heights sector).

Turn 8 leads onto the initial straightaway, a long gentle
uphill climb lasting for four city blocks.  The Start/Finish
Line is located two city blocks beyond Turn 8.

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

SAN FRANCISCO: PACIFIC HEIGHTS: LONG: GOUGH NORTH II
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

The initial straightaway is a semi-steep hill climb for two
city blocks, with the Start/Finish Line located just before
the halfway point of this straightaway.  At its end is Turn
1, a left-hand corner leading steeply up to the right-hand
Turn 2 one city block later.

Turns 3-6 form a left-left-right-left section of continual
gentle hill climbs.  Each corner is separated by a single
city block.

Following Turn 6 is the final two city blocks leading up to
the highest elevation of the Pacific Heights sector at the
left-hand Turn 7.  Note that there are the three medians
awaiting at the exit of Turn 7.

Following a steep downhill descent for two city blocks, the
right-hand Turn 8 leads gently for one city block down to the
left-hand Turn 9, which leads more steeply for two city
blocks down to the left-hand Turn 10.

After a gentle ascent for one city block comes the left-hand
Turn 11.  This leads onto a steep ascent for one city block
before the right-hand Turn 12, which leads onto the initial
straightaway and the Start/Finish Line.

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

SAN FRANCISCO: PACIFIC HEIGHTS: LONG: WASHINGTON WEST II
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

One city block beyond the Start/Finish Line, Turn 1 is a
left-hand corner continuing the gentle downward slope of the
Washington West II event venue.  This is followed by a pair
of right-hand corners, each separated from the previous
corner by a single city block.

After a gentle descent along a medium-length straightaway
lasting for three city blocks comes the left-hand Turn 4.
The descent becomes a bit steeper for one city block to the
right-hand Turn 5, which makes the final gentle downhill run
(lasting for two city blocks) to the lowest elevation of this
event venue at the right-hand Turn 6.

Turn 6 empties onto a steep hill climb for two city blocks
before the right-hand Turn 7.  After another city block, the
circuit turns to the left at Turn 8.  The following
straightaway is the steepest of all, lasting for two city
blocks and hosting the three medians in the second city block
of this straightaway.

At the highest elevation of the Pacific Heights sector of San
Francisco, Turn 9 is a right-hand corner made even tighter
than usual due to the medians.  After a relatively-gentle
descent for two city blocks, Turn 10 is a right-hand corner
leading to the Start/Finish Line.

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

SAN FRANCISCO: PACIFIC HEIGHTS: LONG: JACKSON WEST
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

This is identical to Washington West II, with a shifted
Start/Finish Line.

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

SAN FRANCISCO: PACIFIC HEIGHTS: LONG: GOUGH NORTH II
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

The Start/Finish Line is halfway up a steep incline.  At the
end of the initial straightaway is the right-hand Turn 1,
which empties onto a gently-climbing straightaway lasting for
three city blocks.

Turns 2-7 are all separated by a single city block each and
all continue to gentle upward trend of the Gough North II
event venue.  This is a left-right-left-left-right-left
section.  Strong rhythm and timing are key to success here;
drifting may also be a good idea through this section of the
circuit.

The straightaway after Turn 7 continues the upward trend for
the final two city blocks to the highest elevation of the
Pacific Heights sector, which turns left at Turn 8.  Remember
the medians on corner exit.

After a steep descent for two city blocks, the circuit makes
a right-hand turn at Turn 9.  After a gentle descent for one
city block, the left-hand Turn 10 leads onto the final steep
descent (lasting for three city blocks) of a hotlap at this
venue.

The left-hand Turn 11 marks the lowest elevation of the
Pacific Heights sector.  After one city block of gentle
ascent, the circuit makes its final turn at the left-hand
Turn 12, which leads to the Start/Finish Line on the steeply-
ascending initial straightaway.

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

SAN FRANCISCO: PACIFIC HEIGHTS: LONG: GOUGH NORTH III
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

The Start/Finish Line is halfway up a steep incline.  At the
end of the initial straightaway is the right-hand Turn 1,
which empties onto a gently-climbing straightaway lasting for
three city blocks.  Turn 2 then is a left-hand corner,
leading onto a straightaway continuing the gentle uphill
climb for another two city blocks.

Turns 3-5 form a left-right-left complex, with each corner
separated by a single city block.  The Gough North III event
venue continues its gentle upward slope throughout this
complex.

The straightaway after Turn 5 continues the upward trend for
the final two city blocks to the highest elevation of the
Pacific Heights sector, which turns left at Turn 6.  Remember
the medians on corner exit.

After a steep descent for two city blocks, the circuit makes
a right-hand turn at Turn 7.  After a gentle descent for one
city block, the left-hand Turn 8 leads onto the final steep
descent (lasting for three city blocks) of a hotlap at this
venue.

The left-hand Turn 9 marks the lowest elevation of the
Pacific Heights sector.  After one city block of gentle
ascent, the circuit makes its final turn at the left-hand
Turn 10, which leads to the Start/Finish Line on the steeply-
ascending initial straightaway.

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

SAN FRANCISCO: PACIFIC HEIGHTS: LONG: WEBSTER NORTH
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

This is the reverse/mirror configuration of the Gough North
III event venue.

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

SAN FRANCISCO: PACIFIC HEIGHTS: LONG: PACIFIC CIRCULAR
All corners in San Francisco's Pacific Heights sector are
right-angle corners.

Available ONLY in Time Attack Mode, this venue allows players
to roam freely along those routes used in the Pacific Heights
sector of San Francisco.

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

TOKYO: ASAKUSA: SHORT: SHIN-NAKAMISE KITA
This is a triangle-shaped venue run in a clockwise direction.
Turn 2 is definitely the sharpest of the corners, although
ALL corners are J-turns.  As such, all three corners will
require drifting tactics.

The straightaway between Turns 3 and 1 is only two lanes
wide, whereas the other two straightaways are each four lanes
wide.

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

TOKYO: ASAKUSA: SHORT: EKI-IRIGUCHI MINAMI
This is roughly a trapezoidally-shaped venue run in a
counterclockwise direction.  The initial straightaway is
definitely the widest part of this event venue.

At the end of the initial straightaway is a bridge for
(subway?) trains; the left-hand Turn 1 immediately follows.
Turn 1 is a nasty J-turn of roughly 150 degrees onto a narrow
alleyway; drifting will almost certainly be required here,
but even drifting may be too dangerous here due to the
incredibly-tight proximity of the barriers and the buildings
heading into the alleyway.

The straightaway between Turns 1 and 2 is nearly non-existent
before the circuit heads to the left at the 30-degree Turn 2.
This leads onto another tight, narrow alleyway; however,
unless encumbered by traffic, it should be fairly easy to
clear Turn 2 at full acceleration.

Turn 3 is a 45-degree left-hand corner leading out of the
alleyways and back onto normal, wide city streets.  However,
the straightaway between Turns 3 and 4 is virtually non-
existent leading to the 135-degree J-turn at Turn 4.

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

TOKYO: ASAKUSA: SHORT: CHIKATETSU-NORIBA MINAMI
The Chikatetsu-Noriba Minami event venue is another mixture
of wide (four lanes) city streets and tight (single-lane)
alleyways.  Turn 1 is a right-hand corner just a little more
than ninety degrees in radius; however, the circuit
transitions from the wide city streets to the tight alleyways
here, so precision driving is required to avoid incurring any
Penalties for collisions here.

Almost as soon as drivers have recovered from Turn 1, the
left-hand Turn 2 is ready to take them by surprise.  Turn 2
is a left-hand corner leading onto another narrow alleyway.
The corner itself, however, is twice as wide as the
alleyways, so the temptation to swing out a bit on cornering
here will result in colliding with the fencing at the outside
of the entrance to this second tight alleyway.

Almost as soon as drivers have recovered from Turn 2 comes
the right-hand 135-degree J-turn at Turn 3.  This transitions
back onto the wide city streets, allowing for plenty of room
for drifting tactics exiting the narrow alleyways.

After the longest straightaway of the Chikatetsu-Noriba
Minami venue is the right-hand J-turn at Turn 4.  This is a
135-degree corner onto the initial straightaway, which is
also four lanes wide.

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

TOKYO: ASAKUSA: SHORT: SENSO-JI KITA
This is a fairly-rectangular event venue, part of which runs
through a traditional Shinto shrine area.  Players truly need
to become quite familiar with this traditional Shinto shrine
area, as it is often used for events held in the Asakusa
sector of Tokyo.

The initial straightaway is fairly narrow, only two lanes
wide.  This lessens very briefly to a single lane through a
small gateway-type structure at the Start/Finish Line.
Almost immediately afterward is the right-hand Turn 1, which
opens onto a city street which is four lanes wide.

At the next intersection, the circuit turns to the left onto
a narrower street which is only two lanes wide.  Ahead, the
circuit turns to the right and re-enters the traditional
Shinto shrine area with a straightaway which is even tighter
but can still accommodate two-abreast racing with small cars.

The very end of this straightaway through the shrine area
provides two possibilities.
   #1.) The easiest and fastest possibility is to keep going
        ahead toward the temple itself, turning right at Turn
        4 just in front of the temple itself.
   #2.) However, immediately coming out of the covered
        section of the straightaway, drivers may wish to
        make the quick and TIGHT right-left chicane around a
        smaller building.  This will make the final right-
        hand turn to the Start/Finish Line EXTREMELY tight,
        but if there is an accident ahead clogging the main
        raceway just in front of the temple, this is a viable
        alternate route.

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

TOKYO: ASAKUSA: SHORT: SHIN-NAKAMISE MINAMI
This is a rectangular-shaped venue run in a clockwise
direction.  Turn 1 leads onto the narrow covered passage
through the traditional shrine area.  However, Turn 2 comes
well before reaching the temple itself; those who forget this
fact will definitely bang the barrier at Turn 2 and lose
several positions in a race.

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

TOKYO: ASAKUSA: SHORT: ASAKUSA NI-CHOME KITA
All corners at Asakusa Ni-Chome Kita  are right-hand turns;
all corners are J-turns except Turn 2.  The straightaway
between Turns 2 and 3 is only two lanes wide; the same is
true for the straightaway between Lanes 3 and 4, but the
lanes themselves are a bit wider here.

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

TOKYO: ASAKUSA: SHORT: ASAKUSA-CHUO MINAMI
The initial straightaway is two lanes wide.  This can be
important for Turn 1, a right-hand J-turn opening onto a
street which is four lanes wide, thus allowing for plenty of
swing-out room while drifting for this corner.

Turn 2 is a 45-degree right-hand corner immediately before
the overhead subway bridge; in fact, going underneath the
bridge instantly results in slamming into a barrier.
However, Turn 2 leads onto a single-lane alleyway; the
slightest mistake here will result in a Penalty for colliding
with the buildings on either side.

After an all-too-short straightaway, Turn 3 is a left-hand
45-degree corner onto yet another single-lane alleyway.  The
protrusions of the barriers into the raceway here can cause
trouble, so it is not really possible to fly through this
area at top acceleration.

Exiting the alleyway is Turn 4, a right-hand 135-degree J-
turn leading onto a four-lane city street.  Drifting tactics
will help to maintain a good amount of speed here, and the
'extra' three lanes of width will permit good swing-out room.

Turn 5 is a right-hand corner of a little more than ninety
degrees.  Drifting tactics may be useful here, but this
corner leads onto the initial two-lane straightaway.

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

TOKYO: ASAKUSA: SHORT: KANKO-ANNAI NISHI
This is Shin-Nakamise Minami with a shifted Start/Finish
Line.

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

TOKYO: ASAKUSA: SHORT: AKEIDO HIGASHI
Immediately past the Start/Finish Line, Turn 1 is a right-
hand right-angle corner which leads onto the tight, narrow
covered passageway of the Shinto temple grounds.  At the
steps of the temple, the circuit makes another right-hand
right-angle turn for Turn 2, opening onto the longest
straightaway of the Akeido Higashi event venue; this
straightaway widens to two full lanes on a city street once
the circuit has left the temple grounds.

At the end of the long straightaway is the right-hand J-turn
for Turn 3.  Due to the length of the preceding straightaway,
Turn 3 will have a rather lengthy braking zone.  Drifting
tactics will definitely be of use in conquering Turn 3.

From the exit of Turn 3, the subway bridge can be seen ahead.
The right-hand 45-degree Turn 4 is IMMEDIATELY in front of
this bridge.  A pristine racing line is needed to avoid the
protrusion of the apex into the raceway, especially since
Turn 4 leads back into the section of narrow single-lane
alleyways.

Ahead, Turn 4 is another right-hand corner.  While less than
45 degrees in radius, the protrusions of the barriers and the
fencing can wreak havoc for those who attempt to speed
through this section at full acceleration.  Turn 4 leads onto
the initial straightaway, which is not much wider than the
single-lane alleyway area.

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

TOKYO: ASAKUSA: SHORT: ASAKUSA EKI MINAMI
This is a triangular event venue run in a counterclockwise
direction.  All three corners are left-hand J-turns, but Turn
3 is the sharpest corner of the three turns.  Drifting
tactics will be useful for Turns 1 and 2, but essential to
keeping up momentum throughout Turn 3.

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

TOKYO: ASAKUSA: MEDIUM: UMAMICHI MINAMI
This is a rectangularly-shaped venue run in a clockwise
direction.  All corners are right-hand right-angle corners;
while drifting tactics are not essential, they can be helpful
at Umamichi Minami.

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

TOKYO: ASAKUSA: MEDIUM: NUCHI SUMIDA-GAWA KITA
JUST BEFORE entering the traditional Shinto shrine area, Turn
1 is a left-hand right-angle corner shortly beyond the
Start/Finish Line.  This leads onto a short four-lane
straightaway.  Turn 2 is a right-hand right-angle corner
leading onto a two-lane straightaway.  Shortly afterward, the
right-angle left-hand Turn 3 empties onto the covered narrow
straightaway leading out of the temple grounds.

Turn 4 is a left-hand right-angle corner onto wider (four-
lane) city streets.  Shortly afterward is the left-hand
right-angle Turn 5; with a wide racing line, Turn 5 can be
safely cleared without any braking or drifting.  Turn 5
empties onto the longest straightaway of this event venue, so
the braking zone for the left-hand 135-degree Turn 6 (the
final corner) will be rather lengthy.

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

TOKYO: ASAKUSA: MEDIUM: HATO-BUS NORIBA KITA
This is a triangularly-shaped event venue run in a
counterclockwise direction.  While there appear to be only
three corners on the circuit map, 'Turn 2' is a double-apex
corner, with the second apex much longer and much gentler
than the first.  The first and last corners will certainly
require drifting tactics.

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

TOKYO: ASAKUSA: MEDIUM: NAKAMISE KITA
At the end of the short initial two-lane straightaway is the
left-hand right-angle Turn 1, leading onto a four-lane city
street.  Turn 2 is a right-hand right-angle corner leading
onto a two-lane city street (although these lanes themselves
are fairly wide compared to the lanes throughout the rest of
the Nakamise Kita event venue).  Turn 3 is a right-hand J-
turn (of approximately 100 degrees) leading onto a short
four-lane-wide city street.

Just beyond the subway bridge is the right-hand Turn 4, with
a radius of approximately sixty degrees.  This empties onto a
VERY narrow two-lane street, but the apex of Turn 4 protrudes
somewhat into the raceway, so caution is definitely required
here.

After an almost non-existent straightaway, Turn 5 is a
thirty-degree left-hand corner onto a single-lane alleyway.
The apex protrudes into the raceway here as well, making
full-speed driving virtually impossible in this section of
the circuit.

Turn 6 is a gentle left-hand corner back onto the wide four-
lane city streets of Asakusa.  Once again, beware the
protrusion of the apex; since Turn 6 opens onto such a wide
street, a wide racing line is certainly optimal here.

Turn 7 is a right-hand 135-degree J-turn onto another city
street which is also four lanes wide.  It is important to
keep a wide racing line through Turn 7 and keep to the left
side of the ensuing short straightaway to create the optimal
racing line for the right-hand right-angle Turn 8, which
leads through the narrow covered passageway of the temple
grounds.  The right-hand right-angle Turn 9 is immediately at
the end of the covered passageway, and leads to the
Start/Finish Line.

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

TOKYO: ASAKUSA: MEDIUM: ASAKUSA ELEMENTARY
The Start/Finish Line is located within the covered
passageway through the temple grounds.  At its end, the
circuit turns to the left (a right-angle corner) onto a four-
lane city street for Turn 1.  Shortly afterward is Turn 2, a
left-hand 135-degree J-turn onto another wide city street;
drifting tactics must almost certainly be employed here.
This is followed almost immediately by the right-hand 45-
degree Turn 3, leading into the single-lane narrow alleyway
section of Asakusa.

At the end of the alleyway is the 45-degree right-hand Turn
4, leading onto a two-lane street.  Almost immediately
afterward is the left-hand 45-degree Turn 5, leading back
onto the four-lane city streets.

Turn 6 is a left-hand J-turn onto a two-lane street; drifting
tactics will be needed here.  At the end of the straightaway,
Turn 7 is the left-hand right-angle corner at the steps of
the temple.

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

TOKYO: ASAKUSA: MEDIUM: KOEN NISHI
The Start/Finish Line is located within the covered
passageway through the temple grounds.  At its end, the
circuit turns to the left (a right-angle corner) onto a four-
lane city street for Turn 1.  Shortly afterward is Turn 2, a
left-hand 135-degree J-turn onto another wide city street;
drifting tactics must almost certainly be employed here.

Turn 3 is a right-hand 45-degree corner onto a narrow two-
lane street.  Almost immediately afterward is the left-hand
45-degree Turn 4 with a protruding apex; Turn 4 exits onto a
single-lane alleyway.

Almost immediately afterward is the left-hand 45-degree Turn
5, leading back onto the four-lane city streets.

Turn 6 is a left-hand J-turn onto a two-lane street; drifting
tactics will be needed here.  At the end of the straightaway,
Turn 7 is the left-hand right-angle corner at the steps of
the temple.

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

TOKYO: ASAKUSA: MEDIUM: SENSO-JI IRIGUCHI KITA
Turn 1 is a right-hand J-turn opening onto a four-lane city
street.  Ahead is an overhead subway bridge; the 45-degree
right-hand Turn 2 is immediately beyond this subway bridge
and leads onto a narrow two-lane street.  At the second
intersection ahead, the circuit makes a left-hand J-turn onto
a wide four-lane city street, making drifting tactics quite
useful here.

Ahead is the right-hand J-turn for Turn 4, leading onto
another four-lane city street; drifting tactics should be
used for Turn 4.  One city block later is the right-hand
perpendicular corner leading back onto the covered passageway
of the temple grounds.  At the steps of the temple itself is
the right-hand right-angle Turn 6, leading onto the long
initial straightaway.

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

TOKYO: ASAKUSA: MEDIUM: BEER-BIRU TONNERU
This is a rectangularly-shaped event venue with a slight
nose-shaped protrusion along one side.  This is also the
first event venue in Asakusa to make use of the curving
tunnel, a section that players will need to know very well.
Also, from the Start/Finish Line, briefly looking back will
reveal a large carrot atop a building; this will be a good
landmark to use when racing counterclockwise on those Asakusa
circuits making use of the tunnel.

Turn 1 is a right-hand right-angle corner.  This leads onto a
four-lane city street which is incredibly long.  After a long
braking zone, Turn 2 is a right-hand right-angle corner
leading to a four-lane bridge over the river.  On the other
side of this bridge is the right-hand right-angle Turn 3
which opens onto a two-lane straightaway almost directly
underneath an elevated highway.

The road 'underneath' the elevated highway bends to the left
just before the right-hand right-angle Turn 5, which opens
onto the two-lane road which will curve around to the left
through a tunnel (forming Turn 6).  Almost as soon as the
raceway exits the tunnel is the right-hand right-angle Turn
7, leading onto the initial straightaway (over a bridge) and
to the Start/Finish Line.

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

TOKYO: ASAKUSA: MEDIUM: KOEN KITA
The Start/Finish Line is located near the beginning of a
four-lane bridge over a river.  On the opposite side is the
left-hand right-angle Turn 1, which opens onto another four-
lane city street.  Ahead, Turn 2 is a 45-degree corner to the
right IMMEDIATELY in front of the overhead subway bridge;
Turn 2 leads onto a narrow two-lane street.  Almost
immediately afterward is another right-hand right-angle
corner, this time onto another two-lane street.

At the end of this section is the left-hand right-angle Turn
4, leading onto a four-lane city street.  Ahead is the 45-
degree left-hand Turn 5, which can be taken at full
acceleration as it leads onto another four-lane city street.

Across the bridge over the river, look on the upper-left side
for the gigantic carrot atop a building; before the building,
look for an elevated highway.  IMMEDIATELY on the other side
of the elevated highway is the left-hand right-angle Turn 6.
This opens onto a two-lane street which enters a tunnel and
curves to the right (Turn 7).  Exiting the tunnel, the
circuit makes a left-hand right-angle turn (Turn 8) onto a
two-lane street.  Finally, at the end of this lengthy
straightaway is the left-hand right-angle Turn 9, leading to
the Start/Finish Line just beyond corner exit.

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

TOKYO: ASAKUSA: LONG: KENKO-CENTER HIGASHI
The circuit map for Kenko-Center Higashi makes this event
venue look identical to the medium-length Koen Kita event
venue, but there are indeed a few differences.  Most notably,
there are no narrow alleyways to contend with at Kenko-Center
Higashi.

The initial straightaway is four lanes wide.  Ahead is the
45-degree left-hand Turn 1, which can be taken at full
acceleration as it leads onto another four-lane city street.

Across the bridge over the river, look on the upper-left side
for the gigantic carrot atop a building; before the building,
look for an elevated highway.  IMMEDIATELY on the other side
of the elevated highway is the left-hand right-angle Turn 2.
This opens onto a two-lane street which enters a tunnel and
curves to the right (Turn 3).  Exiting the tunnel, the
circuit makes a left-hand right-angle turn (Turn 4) onto a
two-lane street.  At the end of this lengthy straightaway is
the left-hand right-angle Turn 5, leading onto a four-lane
bridge over the river.  On the other side of the bridge is
the left-hand right-angle Turn 6.

Ahead, the black-and-yellow right turn sign/barrier can be
seen.  Note that this is WELL before the overhead subway
bridge.  This corner (Turn 7) is a 105-degree turn onto a
two-lane street leading back toward the shrine area.
However, just before entering the temple grounds is the left-
hand right-angle Turn 8, which leads back toward the
Start/Finish Line.

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

TOKYO: ASAKUSA: LONG: NISHI SUMIDA-GAWA
The Start/Finish Line is on a bridge over the river, with the
cars facing the building with the massive carrot at its top.
Turn 1 is the left-hand right-angle corner between the
massive carrot and the overhead highway.  Turn 1 leads onto
the two-lane street which then enters the tunnel and curves
to the right (Turn 2); the left-hand right-angle Turn 3 is
immediately upon exiting the tunnel.

At the end of the long two-lane straightaway is the left-hand
right-angle Turn 4, which leads onto a wide four-lane bridge.
At the end of this bridge is another right-angle left-hand
corner (Turn 5) onto another four-lane road.

Turn 6 is a right-hand 45-degree corner coming WELL before
the overhead subway bridge; this corner opens onto a two-lane
street headed back toward the shrine area.  Just before
entering the temple grounds, however, the raceway makes a
left-hand right-angle turn onto a four-lane city street to
form Turn 7.

One city block later is the left-hand right-angle Turn 8,
going back to a narrow two-lane street; almost immediately
afterward is the 45-degree left-hand Turn 9, which leads onto
a single-lane alleyway.  Almost immediately afterward is the
right-hand 135-degree J-turn for Turn 10, back onto a four-
lane city street.  At the end of this street is the left-hand
right-angle Turn 11, leading back to the Start/Finish Line.

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

TOKYO: ASAKUSA: LONG: BEER-BIRU MINAMI
The Start/Finish Line is at the end of a bridge over the
river.  Looking back, players can see the gigantic carrot
behind them.

Immediately after the Start/Finish Line, the circuit fades
slightly to the left; one city block later, the circuit makes
a right-hand right-angle turn into the long covered
passageway at Turn 1.  IMMEDIATELY at the end of this covered
passageway is the right-hand right-angle Turn 2 onto a two-
lane street.  One city block later, the circuit makes a left-
hand right-angle turn onto a four-lane city street.

After two city blocks, the circuit makes a right-hand right-
angle corner (Turn 4) onto a two-lane city street; the lanes
here are rather wide, so this is really a 'three-lane' city
street.  After two city blocks, the raceway makes a left-hand
right-angle corner at Turn 5 onto yet another four-lane city
street.  At the next intersection, Turn 6 is a right-hand
right-angle corner leading onto a four-lane bridge over the
river.  At the end of the bridge is the right-hand right-
angle Turn 7, which leads onto the two-lane street almost
directly underneath the elevated highway.

The road 'underneath' the elevated highway bends to the left
just before the right-hand right-angle Turn 8, which opens
onto the two-lane road which will curve around to the left
through a tunnel (forming Turn 9).  Almost as soon as the
raceway exits the tunnel is the right-hand right-angle Turn
10, leading onto the initial straightaway (over a bridge) and
to the Start/Finish Line.

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

TOKYO: ASAKUSA: LONG: ASAKUSA CHALLENGE
Forthcoming

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

TOKYO: ASAKUSA: LONG: ASAKUSA EKI-IRIGUCHI
From the Start/Finish Line on a bridge over the river, look
on the upper-left side for the gigantic carrot atop a
building; before the building, look for an elevated highway.
IMMEDIATELY on the other side of the elevated highway is the
left-hand right-angle Turn 1.  This opens onto a two-lane
street which enters a tunnel and curves to the right (Turn
2).  Exiting the tunnel, the circuit makes a left-hand right-
angle turn (Turn 3) onto a two-lane street.  Finally, at the
end of this lengthy straightaway is the left-hand right-angle
Turn 4, leading across another bridge over the river.

At the end of the bridge is the left-hand right-angle Turn 5.
A few city blocks later is the left-hand obtuse-angle Turn 6,
which can be taken at full acceleration with a pristine
racing line; care must be taken, as Turn 6 leads onto a
narrow two-lane street leading back to the temple complex.

At the steps of the temple is the left-hand right-angle Turn
7.  The raceway narrows for the covered passageway area.
Halfway along the covered passage is the left-hand right-
angle Turn 8 leading onto a two-lane-lane street.  One city
block later, the raceway heads back to the right for the
right-angle Turn 9, then ahead is the left-hand 45-degree
full-acceleration Turn 10 onto the bridge which contains the
Start/Finish Line.

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

TOKYO: ASAKUSA: LONG: SUMIDA-GAWA NORTH
Sumida-Gawa North is a relatively fast event venue, with
really no tricky sections and plenty of long straightaways.
It is due to the length of the straightaways that drifting
tactics can be quite useful here, as that will allow cars to
carry more speed through the generally-perpendicular corners.

From the Start/Finish Line on a bridge over the river, look
on the upper-left side for the gigantic carrot atop a
building; before the building, look for an elevated highway.
IMMEDIATELY on the other side of the elevated highway is the
left-hand right-angle Turn 1.  This opens onto a two-lane
street which enters a tunnel and curves to the right (Turn
2).  Exiting the tunnel, the circuit makes a left-hand right-
angle turn (Turn 3) onto a two-lane street.  Finally, at the
end of this lengthy straightaway is the left-hand right-angle
Turn 4, leading across another bridge over the river.

At the end of the bridge is the left-hand right-angle Turn 5.
A few city blocks later is the left-hand obtuse-angle Turn 6,
which can be taken at full acceleration with a pristine
racing line; care must be taken, as Turn 6 leads onto a
narrow two-lane street leading back to the temple complex.

At the steps of the temple is the left-hand right-angle Turn
7.  The raceway narrows for the covered passageway area.  At
the end of the covered passageway is the left-hand right-
angle Turn 8, flowing out onto a four-lane street which will
lead to the Start/Finish Line.

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

TOKYO: ASAKUSA: LONG: KOEN MINAMI
Here, the Start/Finish Line is located at the beginning of a
bridge over the river.  One city block beyond the bridge (and
the quick fade to the left) is the right-hand Turn 1, a
right-angle corner onto the temple grounds.

At the steps of the temple is the right-hand right-angle Turn
2.  Just after leaving the grounds is the right-angle right-
hand Turn 3, leading onto a four-lane street.  Several city
blocks later is the left-hand right-angle Turn 4 onto a
narrow two-lane street.  Almost immediately after Turn 4 is
the left-hand 45-degree Turn 5 onto a very narrow single-lane
alleyway; the apex protrudes into the raceway, so a somewhat-
wide racing line and plenty of cautious braking is needed
here.  Almost immediately after Turn 5 is the left-hand 45-
degree Turn 6 back onto a four-lane city street; again, the
apex protrudes into the raceway, but since Turn 6 empties
onto such a wide city street, a wide racing line is extremely
easy to accomplish here.

Several city blocks later is the right-hand Turn 7, a right-
angle corner leading onto the second bridge over the river.
On the other side of this bridge is the right-hand right-
angle Turn 8 which opens onto a two-lane straightaway almost
directly underneath an elevated highway.

The road 'underneath' the elevated highway bends to the left
just before the right-hand right-angle Turn 9, which opens
onto the two-lane road which will curve around to the left
through a tunnel (forming Turn 10).  Almost as soon as the
raceway exits the tunnel is the right-hand right-angle Turn
11, leading onto the initial straightaway (over a bridge) and
to the Start/Finish Line.

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

TOKYO: ASAKUSA: LONG: ASAKUSA NI-CHOME
Asakusa Ni-Chome is a relatively fast event venue, with
virtually no tricky sections and plenty of long
straightaways.  It is due to the length of the straightaways
that drifting tactics can be quite useful here, as that will
allow cars to carry more speed through the generally-
perpendicular corners.


The Start/Finish Line is located at the halfway point of the
longest straightaway of the Asakusa Ni-Chome event venue.
This makes the braking zone for the right-hand right-angle
Turn 1 (leading onto a four-lane bridge over the river)
rather lengthy on a hotlap.  On the other side of this bridge
is the right-hand right-angle Turn 2 which opens onto a two-
lane straightaway almost directly underneath an elevated
highway.

The road 'underneath' the elevated highway bends to the left
just before the right-hand right-angle Turn 3, which opens
onto the two-lane road which will curve around to the left
through a tunnel (forming Turn 4).  Almost as soon as the
raceway exits the tunnel is the right-hand right-angle Turn
5, leading onto another four-lane bridge over the river.

One city block beyond the bridge (and the quick fade to the
left) is the right-hand Turn 6, a right-angle corner onto the
temple grounds.  At the steps of the temple is the right-hand
right-angle Turn 7.  Just after leaving the grounds is the
right-angle right-hand Turn 8, leading onto a four-lane
street.

At the end of this long street is the left-hand J-turn Turn
9, requiring plenty of drifting to maintain speed.  This
leads onto the four-lane straightaway leading to the
Start/Finish Line.

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

TOKYO: ASAKUSA: LONG: ASAKUSA ZENKI
Available ONLY in Time Attack Mode, this venue allows players
to roam freely along those routes used in the Asakusa sector
of Tokyo.

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

TOKYO: SHIBUYA: SHORT: EKI-HIGASHI-GUCHI
Despite the inexplicable protrusion on the circuit map, this
is a more-or-less oval-shaped event venue run in a
counterclockwise direction.  As at most event venues in
Shibuya and Shinjuku, there are plenty of medians to make
events much more difficult than they really need to be >:-(

The Start/Finish Line is at the entrance of Turn 1, a left-
hand hairpin corner.  The corner itself is narrower than the
straightaway leading to Turn 1, and is essentially semi-blind
due to the barriers forming the apex.

Coming out of Turn 1, the raceway widens to a four-lane city
street.  However, the third lane almost literally disappears,
replaced by a bus shelter, while the right-most lane goes to
the right around this bus shelter.

Immediately afterward is the left-hand Turn 2, another
narrowed hairpin corner which leads onto the other four-lane
city street forming this event venue.

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

TOKYO: SHIBUYA: SHORT: FUKUSHIKAIKAN HIGASHI
Fortunately, medians are lacking at this triangularly-shaped
event venue run in a clockwise direction.  The Start/Finish
Line is at the exit of Turn 3, which leads onto a four-lane
city street.

Ahead, Turn 1 is a right-hand J-turn leading onto an
ascending two-lane city street.  At its top is the right-hand
J-turn at Turn 2, which marks the crest of the Fukushikaikan
Higashi event venue as it turns onto another two-lane city
street which descends to the right-angle right-hand Turn 3.

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

TOKYO: SHIBUYA: SHORT: PLAZA-MAE MINAMI
Back at the bus station, the Start/Finish Line is actually at
the mid-point of a quick left-right chicane!!!

After a quick fade to the right is the left-hand hairpin
corner for Turn 1.  This leads onto a three-lane city street
with a fourth lane on the right side of the raceway; this
fourth lane then goes a little further to the right and
around a large median.  After the median, the three other
lanes (forming the main part of the raceway) all slide one
lane to the right to rejoin the right-most lane.

To the left at the end of this straightaway are two support
pillars for the overhead covered pedestrian bridge.  After
the SECOND pillar is the left-hand right-angle Turn 2.  It is
important to note that the corner is after the SECOND pillar
because this is not always the case for events held in
Shibuya.

The narrowed left-hand hairpin corner for Turn 2 is rather
dark, even in clear conditions in the midday hour, due to the
lengthy shadows.  It will be difficult to spot darker-colored
cars here, so it is important to instead look for brake
lights and/or tire smoke from wheel lock.

Turn 2 leads out onto another three-lane city street.
Remember that the Start/Finish Line is at the mid-point of
the chicane.

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

TOKYO: SHIBUYA: SHORT: SHIBUYA ICHI-CHOME KITA
The Start/Finish Line is located along a 'straightaway' which
is actually a long extended curve.  It is important to keep
to the right side of this 'straightaway' to set up the best
possible racing line for Turn 1.

The left-hand Turn 1 is a right-angle left-hand corner
leading to a dip underneath a bridge.  At the top of the dip
is the left-hand right-angle Turn 2, which requires a wide
racing line to avoid the median bisecting the following four-
lane city street.

At the end of the median is the left-hand right-angle Turn 3.
This leads onto the four-lane city street which contains the
Start/Finish Line.

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

TOKYO: SHIBUYA: SHORT: HACHIKO-MAE HIGASHI
This is a roughly-rectangular event venue back at the bus
station area.  Events here are run in a clockwise direction.

The end of the initial three-lane straightaway has a bus
shelter on the right, with the right-most lane going around
it.  It is best to keep to the main raceway (the left-most
lanes), as they provide the best racing line for the right-
hand right-angle Turn 1.

The 'short chute' between Turns 1 and 2 dips underneath a
bridge.  Due to the inherent darkness (because of the
shadows), it will be difficult to spot darker-colored cars
here, even during clear conditions in the midday hour.

At the top of the dip is the right-hand right-angle Turn 2.
Note that the initial barrier on the inside gives away BEFORE
the actual corner, so look instead for the second barrier
(the white barrier with the red trim) to pick the apex point
for Turn 2.

The next straightaway is three lanes wide, and continually
fades from side to side.

Turns 3 and 4 are also right-angle right-hand corners.

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

TOKYO: SHIBUYA: SHORT: ROUTE 246 NISHI
Forthcoming

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

TOKYO: SHIBUYA: SHORT: SHIBUYA ICHI-CHOME MINAMI
This is a fairly-straightforward rectangularly-shaped event
venue run in a clockwise direction.  Most straightaways are
four lanes wide.  Turn 2 is a J-turn, whereas Turn 3 is about
65 degrees.  Beware the median in the middle of the raceway
at the exit of Turn 3.

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

TOKYO: SHIBUYA: SHORT: YOUBINKYOKO-MAE HIGASHI
This is another fairly-straightforward rectangularly-shaped
event venue, but this time it is run in a counterclockwise
direction.  The 'front stretch' and the 'back stretch' are
both four lanes wide, whereas the two 'short chutes' are two
lanes wide.  Turn 2 is the highest elevation of the
Youbinkyoko-Mae Higashi event venue; Turn 4 is the lowest
elevation of the Youbinkyoko-Mae Higashi event venue.

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

TOKYO: SHIBUYA: SHORT: EKI KITA-KOUKASHITA NISHI
The Start/Finish Line is on a four-lane city street just
beyond the exit of the final corner of this event venue.
ahead, Turn 1 is a left-hand 45-degree corner leading up a
slightly-ascending two-lane city street.  At the crest of the
hill is the right-hand J-turn, which empties onto another
two-lane city street which descends a little more abruptly.
Turn 1 can be handled at full acceleration, but drifting
tactics WILL be required to maintain much speed throughout
Turn 2.

At the base of the hill is the right-hand right-angle Turn 3.
It is easy to overlook this corner, however, as its outside
barrier (painted green and white) tends to blend in with the
other colors in this area of the event venue.  Care musts be
taken to use a wide racing line for Turn 3, as there is a
thin median bisecting the four-lane raceway at the exit of
this corner.

At the end of the median is the right-hand right-angle Turn
4; this is a somewhat-protracted corner, so a wide racing
line is best to avoid inadvertently banging the inside
barrier here.  After the short chute is the right-hand right-
angle Turn 5; the Start/Finish Line is at the exit of Turn 5.

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

TOKYO: SHIBUYA: MEDIUM: SHIBUYA HOTEL-MAE KITA
This is a more-or-less triangularly-shaped event venue run in
a clockwise direction.  The Start/Finish Line is near the top
of the venue (which is at Turn 3).  The initial straightaway
is a semi-steep descent all the way from Turn 3 down to Turn
1.  Turn 2 is a nasty right-hand J-turn which begins the
long, slow, gentle ascent to Turn 3.  Except the initial
straightaway, the other 'straightaways' each contain several
multi-directional fades... some of which are indicated with
easily-visible arrows.

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

TOKYO: SHIBUYA: MEDIUM: MARUI KOUSATEN MINAMI
There are two thin consecutive medians bisecting the four-
lane the initial straightaway; the Start/Finish Line is near
the beginning of the first median on the right-hand side of
the raceway.

Turn 1 is a left-hand 135-degree J-turn onto a two-lane city
street; drifting tactics will definitely be needed here.
After an almost non-existent straightaway is the left-hand
45-degree Turn 2 (leading onto another four-lane city
street), which can be taken at full acceleration.

Turn 3 is a left-hand right-angle corner onto a two-lane city
street.  After a brief straightaway, Turn 4 is a left-hand
right-angle corner leading to the Start/Finish Line and the
initial straightaway; the best racing line here is a wide
line out of Turn 4 to avoid the medians in the middle of the
raceway on corner exit.

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

TOKYO: SHIBUYA: MEDIUM: SYOBO-SYO KITA
The Start/Finish Line is near the bottom of a steep two-lane
incline.  Turn 1 is a left-hand 105-degree corner at the
crest of the circuit; drifting tactics may be useful here.

The straightaway coming out of Turn 1 is several lanes wide,
beginning the long, slow descent of the circuit.  Turn 2 is a
left-hand 75-degree corner; slight or perhaps moderate
braking will be needed here to ensure avoiding the barriers.

At the bottom of the circuit is the left-hand right-angle
Turn 3.  There are a pair of consecutive medians bisecting
this four-lane raceway, so a wide racing line out of Turn 3
is best.

At the end of the second median is the left-hand right-angle
Turn 4, leading to a short chute underneath a subway bridge.
Unfortunately, even in clear conditions at the midday hour,
it is EXTREMELY dark underneath this bridge due to the
shadows, so quickly spotting darker-colored vehicles will be
virtually impossible; look instead for brake lights and/or
tire smoke from wheel lock.

The right-hand right-angle Turn 5 is immediately on the other
side of the bridge (back in the sunlight if competing in
clear daylight conditions).  After a short straightaway is
the left-hand right-angle Turn 6, which begins the upward
trend of the raceway and leads directly to the Start/Finish
Line.

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

TOKYO: SHIBUYA: MEDIUM: EKI MINAMI GUCHI
Returning to the bus station area, this is a U-shaped event
venue.  The Start/Finish is immediately at the exit of Turn
6, which cars beginning events here lined up IN Turn 6
itself.

The initial straightaway is three lanes wide.  Turn 1 is a
right-hand hairpin corner with the raceway doubling back upon
itself; the hairpin corner itself is only about two lanes
wide, but it opens up onto a FIVE-LANE city street.

The circuit then makes a semi-wide swing to the right (Turn
2).  On the other side of the two-lane dip (underneath the
subway bridge) is the right-hand Turn 3, leading onto a
three-lane city street.

Like Turn 1, Turn 4 is a right-hand hairpin corner with the
raceway doubling back upon itself; the hairpin corner itself
is only about two lanes wide, but it opens up onto a three-
lane city street.

Halfway along the ensuing straightaway, the raceway has a
left-right mini-chicane.  Then comes the left-hand right-
angle Turn 5, leading to another two-lane dip underneath the
subway bridge.

Finally is the left-hand Turn 6.  This is actually a J-turn
with an immediate swing back to the right to straighten out
just as cars pass underneath the Start/Finish Line.

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

TOKYO: SHIBUYA: MEDIUM: MIYASHITA-KOEN NISHI
At the end of a long four-lane straightaway, the left-hand
right-angle Turn 1 has two racing lines.  There is a median
bisecting the four-lane dip, so it is best to use a TIGHT
racing line for Turn 1 to make the left-hand right-angle Turn
2 much easier; using a wide racing line at Turn 1 turns Turn
2 into a VERY nasty J-turn.

After another long straightaway, the left-hand right-angle
Turn 3 opens onto a four-lane city street bisected by a
median.  A wide racing line for Turn 3 will avoid the median
and set up a good racing line for the left-hand right-angle
Turn 4.

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

TOKYO: SHIBUYA: MEDIUM: SHIBUYA KITA
Virtually ALL corners at Shibuya Kita are J-turns.  As such,
drifting tactics will need to be employed for EVERY CORNER.

The Shibuya Kita event venue begins with the Start/Finish
Line near the beginning of the initial three-lane
straightaway.  This is a fairly short straightaway up to the
left-hand J-turn at Turn 1.  This passes underneath a bridge,
where it is VERY dark even in clear daylight conditions in
the midday hour.

Immediately on the other side of the bridge is the right-hand
J-turn for Turn 2.  There is a median in the middle of this
four-lane raceway, but there really is no 'optimal' racing
line here.  A tight racing line at Turn 2 will make the
right-hand J-turn at Turn 3 easier, whereas a wide racing
line in Turn 2 (the better racing line) will require a MUCH
sharper cornering angle at Turn 3 because the end of the
median is so close to the corner itself.

After a quick two-lane straightaway, the circuit heads back
to the left at Turn 4 with a J-turn.  This leads onto a four-
lane street, which makes a right-hand J-turn (Turn 5) onto a
two-lane city street which ascends to the right-hand J-turn
at Turn 6, the highest elevation of this event venue.

Following Turn 6, the circuit heads steeply back downhill (on
a two-lane city street) to the right-hand right-angle Turn 7.
The Start/Finish Line is almost immediately upon corner exit.

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

TOKYO: SHIBUYA: MEDIUM: SEIBU-MAE MINAMI
This is a rectangularish-shaped event venue run in a
counterclockwise direction.  The end of the initial four-lane
straightaway is bisected by a thin median.  The 'short chute'
between Turns 3 and 4 is a four-lane dip bisected by support
pillars for the overhead subway bridge.  Also, the 'back
stretch' has a fast right-left chicane about 2/3 of the way
along its length.

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

TOKYO: SHIBUYA: MEDIUM: SHIBUYA MARUI KITA
This is an elongated version (elongated by one city block) of
Seibu-Mae Minami run in a clockwise direction, and with the
Start/Finish Line positioned alongside the first median.
Also, the raceway underneath the subway bridge is reduced to
two lanes, as ALL traffic is forced into the same two lanes.

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

TOKYO: SHIBUYA: MEDIUM: SEGAWORLD MINAMI
The 'initial straightaway' actually comprises Turns 1 and 2
as well.  Turn 1 is a left-hand corner, while Turn 2 is a
right-hand corner.  Both Turn 1 and Turn 2 are sixty-degree
corners which can generally be taken at full acceleration...
but this really does require a PRISTINE racing line and DRY
racing conditions with CLEAR visibility.  Especially in wet
conditions (whether during the day or at night), this is a
particularly difficult section of the circuit due to the high
speeds which are usually attained along this 'initial
straightaway.'

Turn 3 is a right-hand J-turn which will definitely require
drifting tactics.  Following Turn 3, the circuit heads
steeply back downhill (on a two-lane city street) to the
right-hand right-angle Turn 4, which leads onto a three-lane
city street.  After TWO city blocks (the straightaway makes a
dogleg to the right after the first city block), the circuit
makes a left-hand J-turn onto a two-lane street underneath a
pair of subway bridges.

After this brief section, the raceway heads back to the right
again with another J-turn (Turn 6) onto a four-lane city
street bisected by a thin median.  Following this are two
right-hand right-angle corners connected by a four-lane
'short chute.'  The Start/Finish Line is shortly beyond the
exit of Turn 8.

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

TOKYO: SHIBUYA: LONG: KOEN-DORI NISHI
This is a rather odd event venue which will likely prove to
be difficult to master.

The Start/Finish Line is at the top of a short but steep
descending two-lane city street into the left-hand Turn 1, a
J-turn which will require some drifting.  The next section is
a three-lane city street which curves gently to the right
(Turn 2), and then suddenly makes a tight right-hand right-
angle turn (Turn 3) onto a four-lane straightaway initially
bisected by a thin median; a wide racing line is best for the
Turns 2-3 complex.

The four-lane straightaway out of Turn 3 is the longest
straightaway of the Koen-Dori Nishi event venue... and it
also contains numerous fades in the section near the bus
station.  VERY good knowledge of this section of the circuit
will be required in order to speed through this area at full
acceleration without banging the barriers.

At the end of this long straightaway is the right-hand
hairpin corner marking Turn 5.  It is best to keep a wide
racing line here and go to the left side of the bus shelter
on corner exit; trying to go to the right side of this bus
shelter would result in a tighter, slower racing line.
However, along this three-lane straightaway, it is important
to NOT build up too much speed, as the circuit makes a left-
hand sixty-degree turn at the first intersection (Turn 6);
the three-lane city street also makes s slow, steady ascent
up to the right-hand NASTY J-turn at Turn 7, which opens up
to the Start/Finish Line.

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

TOKYO: SHIBUYA: LONG: SHIBUYA MARUI MINAMI
There are two consecutive thin medians bisecting the four-
lane initial straightaway; the Start/Finish Line is at about
the midpoint of the first median, with all cars beginning
events here on the right side of the initial median.

Turn 1 is a left-hand J-turn requiring drifting tactics.  The
brief ensuing straightaway is VERY dark as the cars pass
underneath a subway bridge; even in clear daylight conditions
at midday, it will be VERY difficult to spot darker-colored
cars underneath this bridge.

IMMEDIATELY after the bridge is the right-hand J-turn marking
Turn 2, opening onto a short three-lane straightaway.  After
one city block, the circuit makes a right-angle left-hand
turn (Turn 3) onto a two-lane straightaway and climbs a steep
hill up to the highest elevation in the Shibuya sector at the
left-hand J-turn for Turn 4.

After two city blocks on a two-lane city street comes the
left-hand J-turn for Turn 5.  TWO city blocks later, the
raceway makes a right-hand right-angle turn (Turn 6) onto a
four-lane city street.

After two city blocks, the circuit makes a pair of left-hand
right-angle corners back onto the initial straightaway.  It
is important to use a wide racing line exiting Turn 8, as
that will ensure avoiding the median at corner exit and also
set up the optimum racing line for Turn 1 if on a hoptlap.

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

TOKYO: SHIBUYA: LONG: WEST BUS DEPOT SOUTH
This is a VERY tricky event venue.  Those who love technical
racing circuits will LOVE West Bus Depot South!!!!!

The Start/Finish Line begins in the area with the dip
underneath a wide subway bridge at one end of the bus station
area.  The raceway is four lanes wide, bisected by the
support pillars for the bridge; cars begin events here lined
up on the right side of the support pillars.

Turn 1 is a NASTY left-hand J-turn with an IMMEDIATE dogleg
back to the right.  Neither racing line is really optimal
here, but the racing line from the left side of the support
pillars (through the dip area) is slightly faster.  On corner
exit, the two left-most lanes diverge to the left around a
bus shelter, then all four lanes rejoin on the other side.

The straightaway out of Turn 1 is the longest straightaway of
the West Bus Depot South event venue.  The straightaway ends
with two consecutive thin medians... FAR beyond Turn 1;
therefore, drivers will need to use a LONG braking zone for
Turn 2.  It is best to stay to the right side of the medians
for the optimal racing line for Turn 2.

Turn 2 is a right-angle left-hand requiring drifting tactics.
The brief ensuing straightaway is VERY dark as the cars pass
underneath a subway bridge; even in clear daylight conditions
at midday, it will be VERY difficult to spot darker-colored
cars underneath this bridge.

Immediately after Turn 2, the raceway makes a gentle curve to
the left for Turn 3.  However, it is important to keep as
close to the apex as possible here, as the right-hand J-turn
for Turn 4 quickly wisks cars up a steep two-lane slope.

At the crest of this slope is Turn 5, a left-hand J-turn onto
a gently-descending three-lane city street.   At its base is
the right-hand sixty-degree Turn 6, which can be tricky at
full acceleration (especially in wet conditions).

Once back in the bus station area, there is a nasty and fast
left-right chicane just before the final corner.  The colors
of the barriers here blend in VERY well with the surrounding
area, so it can be VERY tricky to actually spot the raceway
here.

The left-hand right-angle Turn 7 is the final corner of this
event venue.

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

TOKYO: SHIBUYA: LONG: SHIBUYA CHALLENGE
Forthcoming

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

TOKYO: SHIBUYA: LONG: EKI-MINAMI KOUKASHITA
The Start/Finish Line here is located at the exit of the bus
station area.  The 'initial straightaway' actually comprises
Turns 1 and 2 as well.  Turn 1 is a left-hand corner, while
Turn 2 is a right-hand corner.  Both Turn 1 and Turn 2 are
sixty-degree corners which can generally be taken at full
acceleration... but this really does require a PRISTINE
racing line and DRY racing conditions with CLEAR visibility.
Especially in wet conditions (whether during the day or at
night), this is a particularly difficult section of the
circuit due to the high speeds which are usually attained
along this 'initial straightaway.'

Turn 3 is a right-hand J-turn which will definitely require
drifting tactics.  Following Turn 3, the circuit heads
steeply back downhill (on a two-lane city street) to the
right-hand right-angle Turn 4, which leads onto a three-lane
city street.

After one city block is Turn 5, a left-hand J-turn onto the
VERY dark straightaway underneath a subway bridge.
Immediately on the other side of this subway bridge is the
right-hand J-turn for Turn 6; keep wide on this corner to
avoid the two consecutive thin medians bisecting this four-
lane street.

As this straightaway enters the bus station area, there is a
NASTY right-left chicane (Turns 7 and 8).  This chicane is
rather difficult to spot due to the colors of the barriers
blending in TOO well with the surrounding area.  Once past
the chicane, it is important to keep to the left of the bus
shelter which bisects the raceway.

Turn 9 is a right-hand J-turn leading to the dip.  Using a
wide racing line here is best, both for Turn 9 AND Turn 10.

On the other side of the dip is the right-hand right-angle
Turn 10.  This is a somewhat-extended corner, so it is best
to keep somewhat wide through Turn 10.

As the raceway leaves the bus station area, there is another
fast right-left chicane (Turns 11 and 12).  The Start/Finish
Line immediately follows.

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

TOKYO: SHIBUYA: LONG: TOKYO DENRYOKU-MAE KITA
This is almost exactly the reverse/mirror configuration of
the Eki-Minami Koukashita event venue, with a shifted
Start/Finish Line.

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

TOKYO: SHIBUYA: LONG: SHIBUYA KUYAKUSHO-MAE MINAMI
This is almost identical to Tokyo Denryoku-Mae Kita, with a
shifted Start/Finish Line.

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

TOKYO: SHIBUYA: LONG: SHIBUYA ZENIKI
Available ONLY in Time Attack Mode, this venue allows players
to roam freely along those routes used in the Shibuya sector
of Tokyo.

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

TOKYO: SHINJUKU: SHORT: BUSINESS GAI NISHI
This is a tiny rectangularly-shaped event venue run in a
counterclockwise direction.  All corners are right-angle
corners.

Turn 1 leads to a straightaway underneath a pedestrian plaza.
There is a short steep descent, a flat section, then a short
steep rise back to street level.  This straightaway is only
two lanes wide.

Following Turn 2 is a four-lane street.  However, the right-
most lane (the swing-out area for the exit of Turn 2)
disappears halfway to Turn 3.

At the entry of Turn 4, a thin median (which is VERY
difficult to spot, even during clear daylight conditions
during the midday hour) bisects the four-lane raceway.  Turn
4 exits onto the initial four-lane straightaway.

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

TOKYO: SHINJUKU: SHORT: EKI BUS NORIBA KITA
This event venue has three lanes all the way around.

Turn 1 is a left-hand hairpin corner.  Drifting tactics can
be great here for style points and for maintaining a good
amount of speed.

Turns 2 and 3 for a quick right-left chicane.  However, at
the transition point for the chicane, the left-most lane
disappears and a new lane is added to the right side of the
raceway.  This is not so bad here at the Eki Bus Noriba Kita
event venue, but when this chicane is used as part of much
longer circuits, this chicane can be exceedingly brutal at
high speeds.

Turns 4 and 5 are a pair of left-hand right-angle corners
connected by a short straightaway.  Turn 5 leads onto the
initial straightaway and the Start/Finish Line.

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

TOKYO: SHINJUKU: SHORT: ODAKYU NISHI-GAWA
This is a tricky triangularly-shaped event venue run in a
counterclockwise direction.  All straightaways are four lanes
wide, but each is also bisected by one or more WIDE medians.
Therefore, it is best to maintain either only-wide or only-
tight racing lines here.

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

TOKYO: SHINJUKU: SHORT: OHME KAIDO HIGASHI
This is a rectangularly-shaped event venue run in a clockwise
direction.  All corners are right-hand right-angle corners.
All straightaways are four lanes wide; however, the exits of
Turn 1 and Turn 3 have thin, brief medians bisecting the
raceway.

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

TOKYO: SHINJUKU: SHORT: ODAKYU NISHI
All straightaways here are four lanes wide, but there are
plenty of medians to cause potential trouble... especially at
nighttime and in other low-visibility conditions.

The initial straightaway is bisected by a wide median.  The
exits of Turn 2, Turn 3, AND Turn 4 all have medians
bisecting the raceway as well.  Therefore, as at Odakyu
Nishi-Gawa, it is best to maintain either only-wide or only-
tight racing lines here.

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

TOKYO: SHINJUKU: SHORT: BUS NORIBA KITA
This is another somewhat-tricky event venue.

The initial straightaway is a four-lane city street bisected
by a WIDE median.  Cars will begin events here on the left
side of the median.

Turn 1 is a right-hand right-angle corner.  Because of the
WIDE median bisecting the four-lane raceway at corner exit,
it is best to maintain a wide racing line here.  After one
city block, the median ends and the raceway narrows to three
lanes.

Now comes the aforementioned chicane, but approached this
time from the reverse.  This is a fast right-left chicane
(Turns 2 and 3) which really requires some braking beforehand
in order to keep from banging the barriers.  Just beyond this
chicane is the right-hand hairpin corner (Turn 4) .

Halfway along this straightaway, the raceway doglegs to the
left AND a thin median appears to bisect the raceway.
However, due to a bridge over the beginning of the median,
the dark shadows here make the median very difficult to spot
even in clear daylight conditions during the midday hour, so
it is best to keep a TIGHT racing line here for the dogleg.

Turn 5 is a right-hand J-turn leading to the Start/Finish
Line.  Since the initial straightaway is also bisected by a
WIDE median, it is best to keep a wide racing line through
Turn 5.  This is made a little more difficult as the raceway
narrows by half in Turn 5.

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

TOKYO: SHINJUKU: SHORT: NISHI SHINJUKU KITA
The initial straightaway is an incredible FIVE lanes wide,
providing plenty of opportunity to pass multiple cars at once
without any collisions.  Turn 1 is a right-hand 45-degree
corner onto a four-lane city street bisected by a thin
median; shortly thereafter is Turn 2, another right-hand 45-
degree corner onto a four-lane city street bisected by a wide
median.  Turn 1 can be handled easily at full acceleration
(primarily if using a tight racing line), whereas Turn 2 will
require at least minor braking to avoid banging the barriers
and/or the median.

After one city block comes the right-hand right-angle Turn 3.
This turns onto a SIX-lane city street bisected by a wide
median.  Drifting through this corner using a wide racing
line is probably best, although the inside racing line is
also quite serviceable as well.

At the end of this straightaway is the right-hand right-angle
Turn 4 onto a four-lane city street.  At the next
intersection is the left-hand right-angle Turn 5 onto another
four-lane city street.

At the end of the pedestrian plaza (on the right side of the
raceway), Turn 6 is a right-hand right-angle corner onto a
short SIX-lane straightaway bisected by a thin median.  The
barrier really protrudes into the corner itself, so a tight
racing line is best.  The median only lasts for the first
half of the straightaway; immediately beyond the barrier, it
is important to get to the far-left side of the raceway to
set up the right-hand right-angle Turn 7, which opens onto
the initial straightaway and the Start/Finish Line.

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

TOKYO: SHINJUKU: SHORT: HIGASHI DORI MINAMI
The initial straightaway at Higashi Dori Minami is four lanes
wide; actually, this city street is eight lanes wide, but
only the four right-most lanes are used for this circuit
configuration.  This is important information to remember for
the final corner of this event venue.

Turn 1 is a left-hand right-angle corner onto an EIGHT-lane
city street bisected by a wide median; a wide racing line is
best here.

Turns 2 and 3 form a quick left-right chicane onto a three-
lane street.  Minor braking should be employed here to assure
keeping the car from ramming the barriers.

Just beyond the chicane is the left-hand right-angle Turn 4,
opening onto a six-lane city street bisected by a wide
median.  At the end of this city block is the left-hand
right-angle Turn 5, leading onto a four-lane city street with
NO medians :-)

At the end of this long straightaway is the left-hand right-
angle Turn 6.  This is a tricky corner, because it at first
appears on approach that cars can go to either side of the
median at the exit of Turn 6.  However, once actually IN the
corner itself, it becomes very evident that the street on the
left side of the median has been blocked off; those who have
already committed to using this barricaded side of the street
will incur Penalties for ramming the barrier here.
Therefore, it is IMPERATIVE to use a wide racing line here at
Turn 6.

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

TOKYO: SHINJUKU: SHORT: CHUO-DORI HIGASHI
Almost immediately beyond the Start/Finish Line, the raceway
makes a slight fade to the left as it passes underneath a
pedestrian bridge.  This point marks the beginning of two
consecutive wide medians bisecting the four-lane raceway.
Using the left side of this city street is probably best.

At the end of the second median is the left-hand right-angle
Turn 1.  This leads onto an EIGHT-lane city street also
bisected by a median.  Halfway along this straightaway, the
circuit fades again a little bit to the left.  If using the
right side of the raceway here, it is imperative to keep to
the two left-most lanes, as the two right-most lanes will be
barricaded beginning just beyond the fade.

Turn 2 is a left-hand 45-degree corner which can generally be
taken at full acceleration.  The following four-lane city
street is bisected initially by a thin median.

Turn 3 is a left-hand right-angle corner onto a six-lane city
street which is also bisected by a median.  After one city
block, the circuit heads back to the right (Turn 4) with a
perpendicular corner onto a short three-lane city street.

Turn 5 is the left-hand hairpin corner.  This is followed
immediately by the quick right-left chicane (Turns 6 and 7),
which leads to the Start/Finish Line.

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

TOKYO: SHINJUKU: SHORT: BUSINESS GAI MINAMI
The circuit map for Business Gai Minami looks VERY daunting.
While this definitely in a rather technical event venue, it
is really fairly easy (or at least fairly predictable) in the
overall scheme of things, since by the time players unlock
this particular event venue, they should already be quite
familiar with the various sections of this circuit from other
venues in Shinjuku; it is now simply a matter of putting
those various sections together into a single circuit.

The initial straightaway is six lanes wide, but is bisected
by a wide median.  At the end of this straightaway is a
right-hand right-angle corner onto a three-lane city street
with NO medians.  Shortly thereafter is the now-familiar
left-hand hairpin corner (Turn 2), followed by the quick
right-left chicane (Turns 3 and 4).  At the end of this city
block, the circuit makes a left-hand right-angle turn to mark
Turn 5.

One city block later is the right-hand 45-degree Turn 6,
where the four-lane city street is suddenly bisected by a
thin median; the beginning of this median is rather difficult
to see - even in clear daylight conditions during the midday
hour - due to the shadow cast by the overhead pedestrian
bridge.  Ahead is the left-hand 45-degree Turn 7; if on the
right side of the median, the raceway will be quickly reduced
to one single lane at Turn 7.

Shortly following Turn 7, the circuit makes a left-hand
right-angle turn at Turn 8.  This will lead traffic
underneath the pedestrian plaza, with the left-hand right-
angle Turn 9 on the other side.

One city block later is the right-hand right-angle Turn 10.
One city block beyond that is the left-hand right-angle Turn
11, leading onto the initial straightaway and its wide
median.

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

TOKYO: SHINJUKU: SHORT: SHINJUKU CHALLENGE
Forthcoming

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

TOKYO: SHINJUKU: SHORT: SHINJUKU GARD MINAMI
The initial straightaway is three lanes wide and only one
city block in length, with the Start/Finish Line at the mid-
point of this initial straightaway.

Turn 1 is a right-hand right-angle corner onto a city street
which is six lanes wide and bisected by a wide median.  A
wide racing line is best for Turn 1, as that provides a
better racing line for the right-hand right-angle Turn 2,
which opens onto a four-lane city street.

After one city block, the raceway turns to the left with a
perpendicular Turn 3 onto another four-lane city street.  At
the end of the pedestrian plaza (on the right side of the
raceway) is the right-hand right-angle Turn 4; there is a
thin median bisecting this six-lane straightaway at corner
exit, and a tight racing line (while employing drifting
tactics) is best here.  At the end of this single city block,
the right-hand right-angle Turn 5 brings traffic onto the
next straightaway, which is four lanes wide.

At the end of the pedestrian plaza (again, on the right side
of the raceway), the circuit makes a left-hand 45-degree
corner for Turn 6.  The raceway is instantly reduced to three
lanes here, so it is best to either keep to the left-most
lanes approaching Turn 6, or tighten the racing line for Turn
6.

After a quick fade to the right comes the right-hand right-
angle Turn 7.  This is a four-lane city street bisected by
two consecutive wide medians.  At the end of the second
median is the right-hand right-angle Turn 8 onto a three-lane
straightaway.  Once city block beyond that is the left-hand
right-angle Turn 9, leading back onto the initial
straightaway and its wide median.

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

TOKYO: SHINJUKU: MEDIUM: SHINJUKU HODOKYO SHITA
The Start/Finish Line is located near the entry to the now-
familiar chicane in Shinjuku.  Turns 1 and 2 mark the right-
left chicane, with Turn 3 marking the right-hand hairpin
corner.  One city block later, the circuit makes a left-hand
right-angle corner at Turn 4 onto a six-lane city street
bisected by a wide median.

After one city block comes the right-hand right-angle Turn 5
onto a four-lane city street.  After another city block comes
the left-hand right-angle Turn 6 onto yet another four-lane
city street.

At the end of the pedestrian plaza (on the right side of the
raceway) is the right-hand right-angle Turn 7; there is a
thin median bisecting this six-lane straightaway at corner
exit, and a tight racing line (while employing drifting
tactics) is best here.  At the end of this single city block,
the right-hand right-angle Turn 8 brings traffic onto the
next straightaway, which is four lanes wide.

At the end of the pedestrian plaza, there is a quick fade to
the right.  There is also a thin median which begins at this
fade, which is obscured heavily by dark shadows caused by the
overhead pedestrian bridge; these dark shadows thus make it
VERY difficult to see the beginning of the thin median and
WILL cause trouble until this section of the circuit is
committed VERY well to memory.

One city block beyond the fade, the circuit makes a left-hand
right-angle turn (Turn 9) onto a three-lane city street.  At
the end of this single city block is the final corner (Turn
10), a right-hand right-angle corner back toward the
Start/Finish Line and the imminent chicane.

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

TOKYO: SHINJUKU: MEDIUM: BUS ROTARY KITA
The Start/Finish Line is located on the longest straightaway
of the Bus Rotary Kita event venue, just before the slight
left-hand fade.  At the end of this VERY long four-lane
straightaway is the left-hand J-turn marking Turn 1;  due to
the immense length of this initial straightaway and the
tremendous speeds which will be achieved here, Turn 1
requires a VERY long braking zone.

Turn 1 empties onto a short three-lane city street.  At the
end of the single city block is the left-hand right-angle
Turn 2, which opens onto a four-lane city street bisected by
a wide median; a tight racing line is best here due to the
upcoming chicane.

This chicane is not THE chicane, but rather a left-right
(Turns 3 and 4) coming into what is THE hairpin at many other
event venues here in the Shinjuku sector of Tokyo.  Slight or
moderate braking will need to be employed here in order to
keep from banging the barriers at this chicane.

Two city blocks later, the circuit makes a left-hand 45-
degree corner (Turn 5) underneath a pedestrian bridge.  A
thin median begins underneath this pedestrian bridge, and it
is very difficult to spot due to the dark shadow cast by the
bridge itself.

One city block later comes the final and most difficult
corner of the Bus Rotary Kita event venue.  This is a NASTY
left-hand J-turn (Turn 6) which will DEFINITELY require
drifting tactics.  What makes this corner particularly
difficult is that there is a thin median at both corner entry
AND corner exit.  Exiting Turn 5, it may be best to use the
left side of the median; in Turn 6, it will be SLIGHTLY
easier to then 'slide' to the right side of the next median.

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

TOKYO: SHINJUKU: MEDIUM: NISHI GUCHI BUS NORIBA
The initial straightaway begins as a five-lane city street,
with the Start/Finish Line in this five-lane section.
However, it quickly shrinks to only three lanes in width as
the two left-most lanes are barricaded.  After a quick fade
to the right, the raceway opens up once again to five lanes
in width... but then shrinks down to four lanes in width
immediately before Turn 1.

Turn 1 is a left-hand right-angle corner onto a six-lane city
street.  Halfway along this short straightaway, a thin median
bisects the raceway; going to the left of the raceway
provides the best possible racing line here.

Turn 2 is then a left-hand right-angle corner onto a four-
lane city street.  At the end of the pedestrian plaza (on the
left side of the raceway), Turn 3 is a right-hand right-angle
corner onto another four-lane city street.  After a single
city block, the left-hand right-angle Turn 4 empties onto a
six-lane city street bisected by a wide median.

At the end of this median, the circuit makes a right-hand
right-angle corner (Turn 5) onto a three-lane city street.
Next come the left-hand hairpin (Turn 6) and the chicane
(Turns 7 and 8).

Ahead, at the dark shadow cast by the overhead pedestrian
bridge, the circuit fades to the left, and the four-lane city
street is suddenly bisected by a wide median; due to the dark
shadows here, it is almost impossible to see the median on
approach, so good knowledge of this area of the circuit is
key to success.  It is also best to go to the right side of
this wide median, as this will create a better racing line
for Turn 9.

After the two consecutive wide medians comes the left-hand
right-angle Turn 9.  This leads back onto the initial five-
lane straightaway and the Start/Finish Line.

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

TOKYO: SHINJUKU: MEDIUM: KOSYU KAIDO NISHI II
The Start/Finish Line is located on a city street which is
EIGHT lanes wide. However, for a distance of several city
blocks, there are four lanes running in each direction,
separated only by a thin white fence.

One city block beyond the Start/Finish Line is the left-hand
right-angle Turn 1; this leads onto a city street with four
NARROW lanes - this is about two-thirds of the width of the
initial straightaway.  At the end of this straightaway is the
right-hand right-angle Turn 2, leading onto a six-lane city
street bisected by a wide median; a wide racing line is best
here.

At the end of the median is the left-hand right-angle Turn 3
onto a four-lane city street.  after one city block comes a
pair of right-hand right-angle corners (Turns 4 and 5)
separated by a three-lane city street.

Next comes the chicane (Turns 6 and 7), opening onto an
EIGHT-lane city street (just beyond what should be the
hairpin corner) which is bisected by a wide median.  It is
best to use the left side of the raceway here, as this
provides a much better racing line for Turn 8 ahead.

At the end of the median comes the right-hand right-angle
Turn 9.  It is important to keep a WIDE racing line here, as
only the left-most four lanes of this eight-lane city street
are used; this is because the right-most four lanes will soon
have traffic coming in the opposite direction.

At the end of this longest straightaway of the Kosyu Kaido
Nishi II event venue comes a SHARP and NASTY right-hand
hairpin corner (Turn 10) as the circuit doubles back upon
itself.  One city block later is the Start/Finish Line.

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

TOKYO: SHINJUKU: MEDIUM: KITA DORI HIGASHI
Forthcoming

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

TOKYO: SHINJUKU: MEDIUM: SHINJUKU RESTAURANT HIGASHI
The initial straightaway is four lanes wide and is also the
single longest straightaway of the Shinjuku Restaurant
Higashi event venue.  Due to the immense length of this
initial straightaway, Turn 1 will have a LONG braking zone;
given that the Start/Finish Line is near the end of the
initial straightaway, it can provide a good marker for the
braking zone for Turn 1.

Turn 1 is a nasty left-hand J-turn onto a three-lane raceway;
drifting tactics will DEFINITELY be required here.  After a
few city blocks, the circuit makes a left-hand right-angle
corner (Turn 2) onto an EIGHT-lane city street bisected by a
wide median; it is best to keep to the right side of this
median, which avoids the need to merge to the right later.

After the median comes the now-familiar right-left chicane
(Turn 3 and 4).  This is followed one city block later by the
left-hand right-angle Turn 5.

After another city block, the raceway doglegs to the right at
Turn 6.  This occurs underneath a dark pedestrian bridge
which obscures the beginning of the thin median which bisects
the four-lane street.  It is best to keep to the right side
of this thin median.

Ahead is the left-hand 45-degree Turn 7.  The right side of
the raceway (to the right of the thin median) cuts down to a
single lane briefly at Turn 7, then the median ends to
provide uninterrupted four-lane racing alongside the
pedestrian plaza (on the left side of the raceway).

At the end of the pedestrian plaza is the left-hand right-
angle Turn 8 onto a six-lane city street.  Halfway along this
brief straightaway, a thin median bisects the raceway; it is
best to keep to the left-hand side of the median, as this
makes the left-hand right-angle Turn 9 a bit easier.

At the end of the pedestrian plaza (on the left side of the
raceway) is the right-hand right-angle Turn 10.  This leads
onto the four-lane initial straightaway.  At the next
intersection, this city street fades slightly to the left.

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

TOKYO: SHINJUKU: MEDIUM: SHINJUKU MINAMI-GUCHI
The Start/Finish Line is at the mid-point of the second-
longest straightaway at the Shinjuku Minami-Guchi event
venue.

Turn 1 is a right-hand right-angle corner onto a four-lane
straightaway bisected by a thin median; it is best to use a
wide racing line through Turn 1 to get to the left side of
this median.  One city block later comes the left-hand right-
angle Turn 2, which also has a thin median at its exit.  This
median quickly gives away to provide an unfettered four-lane
city street.  However, the right-hand right-angle Turn 3
quickly follows.

This is now the single longest straightaway at the Shinjuku
Minami-Guchi event venue.  Note that this six-lane city
street is 'bisected' by a thin raised 'platform.'  For most
circuit configurations making use of this particular
straightaway, this platform holds thin fencing to form
numerous consecutive medians with varying-width gaps; other
barriers then force traffic from one side of this city street
to the other.  These raised 'platforms' can be crossed now -
with some difficulty - but players may wish to try slaloming
through the gaps as a means of 'practicing' for when the
barriers are in place.

At the end of this lengthy straightaway is the right-hand
right-angle Turn 4; this opens onto a city street which is
four lanes wide.  After a few city blocks is the right-hand
dogleg forming Turn 5, opening onto a four-lane city street
running alongside the pedestrian plaza (on the left-hand side
of the raceway).

At the end of the pedestrian plaza is the right-hand right-
angle Turn 6, leading onto another four-lane city street.
After a single city block, the raceway makes a left-hand
right-angle corner onto a six-lane city street bisected by a
wide median.

At the end of this section is a right-hand right-angle corner
marking Turn 8.  Next quickly comes a left-right chicane
(Turns 9 and 10) opening onto an EIGHT-lane city street
bisected by a wide median; it is important to keep to the
left side of this median to set up the best possible racing
line for the final corner.

After the median is the right-hand right-angle Turn 11.  This
opens onto the initial straightaway.

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

TOKYO: SHINJUKU: MEDIUM: TOCHO DORI MINAMI
This is the Shinjuku Minami-Guchi event venue run in reverse.
The only change is that the long straightaway which formerly
had the raised platforms now has the fencing on them, forcing
all traffic to the right-most three lanes of the
straightaway; there is no need to switch from one side of the
street to the other here.

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

TOKYO: SHINJUKU: MEDIUM: TOCHO KITA-DORI HIGASHI
The Start/Finish Line is near the beginning of the initial
straightaway, which is a city street which is four lanes
wide.  At the end of the pedestrian plaza (on the right-hand
side of the raceway) is a quick fade to the right.  A thin
median bisects the raceway beginning at this fade; it is best
to keep to the right side of this thin median.

At the end of the thin median is the right-hand 45-degree
Turn 1.  Whereas the previous fade can be easily handled
safely at full acceleration, Turn 1 requires moderate braking
to keep from banging the barriers due to all the speed
carried into this corner.

Ahead is the left-right chicane marking Turns 2 and 3.
Moderate braking will again be needed.  It is best to swing
wide to the left exiting Turn 3 to avoid the wide median
bisecting this six-lane straightaway.

After one city block is the right-hand right-angle Turn 4,
leading onto a three-lane raceway.  This is the second-
longest straightaway at this event venue, so Turn 5 will
require a LONG braking zone.

Turn 5 is a right-hand right-angle corner leading to a brief
straightaway which is one city block long and four lanes
wide; this straightaway is bisected by a thin median.  It is
best to keep to the left of this thin median (thus requiring
a wide racing line exiting Turn 5).

Then comes the left-hand right-angle Turn 6.   There is also
a thin median bisecting the raceway at the exit of Turn 6; it
is best to keep a tight racing line here to stay on the left
side of this new thin median.  This thin median disappears
halfway to Turn 7.

Turn 7 is a right-hand right-angle corner which leads onto
the single-longest straightaway in Shinjuku.  This time, a
tight racing line is REQUIRED, as the left side of this six-
lane street is barricaded.  While racing along this lengthy
straightaway, traffic will twice be forced to switch to the
opposite side of the street; these switching points can be
very difficult to spot at nighttime and in other low-
visibility conditions.

At the end of this lengthy straightaway is the right-hand
right-angle Turn 8, leading onto a four-lane city street.
Due to the immense length of the previous straightaway, a
LONG braking zone is necessary for Turn 8.

After several city blocks, there is a left-hand right-angle
turn (Turn 9) onto a six-lane city street initially bisected
by a thin median; a tight racing line is best here.  One city
block later, the raceway makes its final corner (a right-hand
right-angle turn) onto the initial straightaway.

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

TOKYO: SHINJUKU: MEDIUM: NISHI SHINJUKU 2 CHOME
The initial straightaway is four lanes wide, and the
Start/Finish Line is located near its end.  The initial
corner is a left-hand 45-degree corner onto a four-lane
street bisected by a thin median.  This thin median can be
difficult to spot due to the dark shadow cast by the overhead
pedestrian bridge; it is best to keep tight to the left here,
and begin braking immediately out of Turn 1.

After a single city block is the left-hand 135-degree J-turn
marking Turn 2.  This is another four-lane city street
bisected by a thin median.  In the corner itself, it is best
to slide as far to the right side as possible, as this will
be a better racing line than trying to stay tight to the
apex.  SEVERE braking and some drifting will be required for
Turn 2.

After a single city block is the right-hand right-angle Turn
3.  This leads onto a four-lane city street alongside the
pedestrian plaza (on the right-hand side of the raceway).  At
the end of the pedestrian plaza is a 30-degree left-hand
fade.

At the end of this straightaway is the left-hand right-angle
Turn 4 onto the longest straightaway in Shinjuku.  This time,
traffic MUST use a wide racing line, as the three left-most
lanes are barricaded.  Fortunately, there is NO switching
between sides of the street for this event venue, so players
can fly along this straightaway at full acceleration with no
need to worry about high-speed maneuvers (unless passing
other cars).

At the end of this immense straightaway is the left-hand
right-angle Turn 5.  Halfway along the next straightaway
(which is four lanes wide), a thin median bisects the
raceway; it is best to keep to the right-hand side of this
thin median.

Next comes the right-hand right-angle Turn 6, which opens
onto a brief straightaway with four lanes bisected by another
thin median; a tight racing line is best here, keeping to the
right-hand side of this new thin median.  At the end of this
median is the left-hand right-angle Turn 7 onto the three
left-most lanes of a six-lane city street.

After two city blocks, traffic is suddenly forced to the
three right-most lanes of this six-lane city street.
Fortunately, this switch is very well-marked - unlike the
switches required in many circuit configurations making use
of the longest straightaway in Shinjuku.

After two more city blocks comes the left-hand right-angle
Turn 8.  This opens onto an EIGHT-lane city street bisected
by a wide median.  A wide racing line is best.

At the end of the median comes a quick left-right chicane
(Turns 9 and 10).  It is best to brake somewhat before
entering the chicane to ensure avoiding the barriers, which
are VERY difficult to miss at high speeds.

This chicane opens onto the initial straightaway; the
Start/Finish Line is near its end.

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

TOKYO: SHINJUKU: MEDIUM: TOCHO-DORI HIGASHI
The initial straightaway is three lanes wide and four city
blocks in length; the Start/Finish Line is at the mid-point
of this initial straightaway.

Turn 1 is a left-hand right-angle corner onto a city street
which is EIGHT lanes wide and bisected by a wide median; a
wide racing line is best here.  At the end of the median is
THE chicane in Shinjuku (Turns 2 and 3), a fast right-left
onto a three-lane city street.  At the end of this city block
is the left-hand right-angle Turn 4 onto another three-lane
city street.

After a single city block is the right-hand 45-degree Turn 5
onto a four-lane city street bisected by a thin median.  This
thin median is difficult to spot due to the shadows from the
overhead pedestrian bridge.  A tight racing line is best
here; this corner can be safely cleared at full acceleration,
but it is probably best to brake at least slightly.

At the end of this single city block, the median disappears
as the raceway makes a left-hand 45-degree turn (Turn 6).
This corner can be cleared at full acceleration.  Note that
those who used the right side of the thin median between
Turns 5 and 6 will have their raceway reduced to a single
lane just before entering Turn 6, but this corner can still
be cleared safely at full acceleration nonetheless.

After a single city block comes the left-hand right-angle
Turn 7, leading onto a short six-lane straightaway.  At the
end of this straightaway is a thin median bisecting the
raceway; keeping to the right side of this thin median
provides the best possible racing line for the right-hand 45-
degree Turn 8 onto a five-lane city street.

At the end of this straightaway is the left-hand right-angle
Turn 9, leading onto the longest straightaway in Shinjuku.  A
TIGHT racing line is required here, as the right-most three
lanes of this lengthy city street are initially barricaded.
There will be two switching points along this straightaway.
Turn 10 will require a LONG braking zone due to the immense
length of this straightaway.

Turn 10 is a left-hand right-angle corner onto a four-lane
city street.  Halfway along this straightaway, a thin median
bisects the raceway; keep to the right here.

Turn 11 is a right-hand right-angle corner onto a four-lane
city street bisected by another thin median; keep a tight
racing line here.

After a single city block, the raceway makes a left-hand
right-angle corner onto the initial straightaway.

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

TOKYO: SHINJUKU: MEDIUM: EKI NISHI-GUCHI MINAMI
This final event venue in Shinjuku begins on a six-lane city
street bisected by a wide median.  Traffic begins on the
right-most three lanes; after two city blocks, traffic is
suddenly diverted to the left-most three lanes.  Two city
blocks later comes the right-hand right-angle Turn 1, leading
onto a single city block with a four-lane straightaway
bisected by a thin median; keeping to the left side of the
thin median is best for Turn 2, a left-hand right-angle
corner leading onto a four-lane city street initially also
bisected by a single thin median.

At the end of this straightaway is the right-hand right-angle
Turn 3, leading onto the single longest straightaway in
Shinjuku.  Traffic MUST use a wide racing line here, as the
three right-most lanes are initially barricaded.  ALL THREE
SWITCHING POINTS ARE USED, so players can expect to be making
several high-speed maneuvers along this lengthy straightaway.

At the end of this immense straightaway is the right-hand
right-angle Turn 4 onto a five-lane city street; this corner
will require a LONG braking zone.  After several city blocks
is the right-hand 45-degree Turn 5, which can be taken at
full acceleration as it leads onto a four-lane straightaway
alongside the pedestrian plaza (on the left-hand side of the
raceway).

At the end of the pedestrian plaza is the left-hand right-
angle Turn 6, leading onto a four-lane city street.  After a
single city block, the raceway makes a right-hand 45-degree
turn at Turn 7; there is a thin median bisecting the four-
lane raceway here, and it is best to keep to the right side
of this thin median.  After a single city block is the left-
hand 45-degree Turn 8 onto a three-lane city street.

One city block later is the right-hand right-angle Turn 9
onto a three-lane city street.  Then comes THE chicane (Turns
10 and 11), a fast right-left chicane.  At the exit of the
chicane, keep to the left side of the wide median.

After the median comes the right-hand right-angle Turn 12
onto the initial straightaway.

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

TOKYO: SHINJUKU: LONG: SHINJUKU NI-CHOME NISHI
The initial straightaway for the first long-length event
venue in Shinjuku happens to also be the longest straightaway
in Shinjuku.  All traffic begins on the right-hand side of
the raceway, and will switch to the opposite side of the
raceway twice.

At the end of the longest straightaway in Shinjuku, the
circuit makes a right-hand right-angle turn at Turn 1; this
leads onto a five-lane city street.  Several city blocks
later comes the left-hand 45-degree Turn 2 onto a four-lane
city street initially bisected by a thin median; it is best
to keep to the left of this thin median while passing through
this corner at full acceleration.  One city block later comes
the right-hand right-angle Turn 3, leading onto another four-
lane city street with the pedestrian plaza just to the right
of the raceway.

At the end of the pedestrian plaza is the left-hand 45-degree
Turn 4.  It is best to keep a wide racing line here to avoid
the wide median bisecting this six-lane city street.  After a
quick fade to the right is the right-hand right-angle Turn 5;
a wide racing line is best here to get to the left side of
the wide median bisecting the four-lane city street at the
exit of Turn 5.

Turns 6 and 7 are THE right-left chicane; remember to brake
slightly on approach to help avoid the barriers.  Keeping to
the left of the next wide median will make the right-hand
right-angle Turn 8 much easier.

Now on the three right-hand lanes of a six-lane median-
bisected city street, traffic will be forced to the three
left-most lanes ahead.  Two city blocks beyond this switching
point is the right-hand right-angle Turn 9, leading onto a
four-lane city street bisected by a thin median; keep to the
left of this median.  Next is the left-hand right-angle Turn
10, leading onto another four-lane city street initially also
bisected by a thin median; use a tight racing line here to
keep to the left side of this thin median.

Turn 11 is the final corner, a right-hand right-angle corner
leading onto the initial straightaway.  A TIGHT racing line
is required here, as the three left-most lanes of this
lengthy straightaway are initially barricaded.

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

TOKYO: SHINJUKU: LONG: NISHI SHINJUKU EKIKITA
This event venue is essentially the reverse/mirror
configuration of Shinjuku Ni-Chome Nishi with two exceptions:
   1.) The shifted Start/Finish Line
   2.) Instead of going AROUND the pedestrian plaza, the
       raceway runs UNDERNEATH the pedestrian plaza.

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

TOKYO: SHINJUKU: LONG: EKI NISHI-GUCHI KITA
This is the Nishi Shinjuku Ekikita configuration with two
exceptions:
   1.) The shifted Start/Finish Line
   2.) Instead of going UNDERNEATH the pedestrian plaza, the
       raceway runs AROUND the pedestrian plaza.

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

TOKYO: SHINJUKU: LONG: HIGASHI DORI KITA II
The initial straightaway is six lanes wide and bisected by a
wide median.  The Start/Finish Line is at the mid-point of
this initial straightaway.

The first three corners are a left-right-left section each
separated by a single three-lane city block each; the exit of
Turn 3 requires a wide racing line to avoid the wide median
bisecting the four-lane raceway.  Turn 4 is a left-hand
right-angle corner requiring a wide racing line to also avoid
the wide median bisecting the ensuing four-lane raceway.

Shortly beyond Turn 4, the raceway narrows to only three
lanes, then fades to the right onto a four-lane city street
alongside the pedestrian plaza (on the left-hand side of the
raceway).  At the end of the pedestrian plaza is the left-
hand right-angle Turn 5, leading onto a six-lane city street
bisected at the end by a thin median; it is important to keep
to the right side of this thin median, as it provides a
better racing line for the right-hand 45-degree Turn 6 onto a
five-lane city street.

Several city blocks later is the left-hand right-angle Turn
7, leading onto the longest straightaway in Shinjuku.  A
TIGHT racing line is required for Turn 7, as the three right-
most lanes are initially barricaded.  However, traffic will
twice be forced to switch to the opposite side of this long
straightaway.

At the end of the lengthy straightaway is the left-hand
right-angle Turn 8, leading onto a four-lane city street
which will eventually become bisected by a thin median; it is
best to keep to the right side of this median.  At the end of
the thin median is the right-hand right-angle Turn 9 onto
another four-lane city street bisected by a thin median;
again, it is best to keep to the right side of this thin
median.

Turn 10 is the left-hand right-angle corner one city block
beyond Turn 9; this opens onto a three-lane raceway.  Two
city blocks later is the left-hand right-angle Turn 11 onto a
city street comprised of four NARROW lanes.  At the end of
this straightaway is the right-hand right-angle Turn 12,
leading onto the initial four-lane straightaway and its
bisecting wide median.

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

TOKYO: SHINJUKU: LONG: OHME KAIDO NISHI
The Start/Finish Line is located near the end of the five-
lane straightaway from the pedestrian plaza to the longest
straightaway in Shinjuku.  Turn 1 is thus the left-hand
right-angle corner leading onto the longest straightaway in
Shinjuku.  A TIGHT racing line will be required for Turn 1,
as the three right-most lanes are initially barricaded.  All
three switching points are used along this lengthy
straightaway, allowing plenty of opportunity for players to
hone their high-speed maneuvering skills.

At the end of the lengthy straightaway is the left-hand
right-angle Turn 2, leading onto a four-lane city street
which will eventually become bisected by a thin median; it is
best to keep to the right side of this median.  At the end of
the thin median is the right-hand right-angle Turn 3 onto
another four-lane city street bisected by a thin median;
again, it is best to keep to the right side of this thin
median.

Turn 4 is the left-hand right-angle corner one city block
beyond Turn 3; this opens onto a three-lane raceway.  Two
city blocks later, the raceway switches to the right-hand
side of the wide median.  Two city blocks beyond the
switching point is the left-hand right-angle Turn 5; it is
best to keep to the right side of the wide median here.

Turns 6 and 7 form a fast left-right chicane just beyond the
wide median.  It is best to use moderate braking here to
ensure keeping off the barriers.

Ahead is the right-hand right-angle Turn 8, leading onto a
short three-lane city street.  Next comes the left-hand
right-angle Turn 9; it is best to keep a wide racing line to
avoid the wide median here at corner exit.

Turn 9 is a left-hand right-angle corner requiring a wide
racing line to also avoid the wide median bisecting the
ensuing four-lane raceway.

Shortly beyond Turn 9, the raceway narrows to only three
lanes, then fades to the right onto a four-lane city street
alongside the pedestrian plaza (on the left-hand side of the
raceway).  At the end of the pedestrian plaza is the left-
hand right-angle Turn 10, leading onto a six-lane city street
bisected at the end by a thin median; it is important to keep
to the right side of this thin median, as it provides a
better racing line for the right-hand 45-degree Turn 11 onto
the initial straightaway.

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

TOKYO: SHINJUKU: LONG: SHINJUKU-GARD MINAMI
One city block beyond the Start/Finish Line is a quick left-
right chicane (Turns 1 and 2) onto an eight-lane city street;
keep to the left side of the wide median when exiting the
chicane.  At the end of this median is the right-hand right-
angle Turn 3 onto a three-lane straightaway; after two city
blocks, the traffic is forced to the left side of the wide
median.

At the end of this section is the right-hand right-angle Turn
4 onto a four-lane city street bisected by a thin median; it
is best to keep to the left side of this thin median.  After
a single city block is the left-hand right-angle Turn 5
leading onto another four-lane straightaway which is
initially also bisected by a thin median; it is best to use a
tight racing line here to keep to the left-hand side of this
thin median.

At the end of this straightaway is the right-hand right-angle
Turn 6 onto the longest straightaway in Shinjuku.
Interestingly, there are no barricades here, only the
slightly-raised 'platforms' lining the middle of this lengthy
six-lane straightaway.

At the end of the lengthy straightaway is the right-hand
right-angle Turn 7 onto a five-lane city street with a slight
fade to the right about halfway along its length.

At the end of this straightaway is the left-hand right-angle
Turn 8 onto a four-lane city street which is soon bisected by
a thin median; it is best to keep to the right side of this
thin median.  At the end of this thin median is the right-
hand 45-degree Turn 9 onto a six-lane city street with a WIDE
median; it is best to keep to the right side of this median
as well.  Ahead is the right-hand right-angle Turn 10 onto a
four-lane street with a wide median; in Turn 10, it is best
to slide to the outside of the corner to get to the left side
of the median at the exit of Turn 10.

At the end of the second wide median is the right-hand right-
angle Turn 11.  From the left side of the wide median, this
will be a somewhat-tight corner, so drifting tactics will
definitely need to be employed here.

At the end of the three-lane city block is the left-hand
right-angle corner leading onto the initial straightaway.

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

TOKYO: SHINJUKU: LONG: NISHI SHINJUKU NI-CHOME
Nishi Shinjuku Ni-Chome is a particularly-technical event
venue with numerous corners throughout the first half of a
lap.  Good speeds can be attained in the latter half of a
lap, however, providing a good opportunity for both speed
experts and cornering experts to win events at this event
venue :-)

The circuit begins with THE fast right-left chicane (Turns 1
and 2).  At the next intersection, the circuit turns to the
left (Turn 3) onto a three-lane straightaway; at the next
intersection, the circuit turns to the left again (Turn 4)
onto another three-lane straightaway.  After a single city
block, the raceway makes a right-hand right-angle corner
(Turn 5) onto a four-lane street bisected by a wide median; a
tight racing line is best here to get on the right side of
the wide median at the exit of Turn 5.

At the end of the wide median is the right-hand right-angle
Turn 6, leading onto a four-lane city street.  A single city
block later is the left-hand right-angle Turn 7 leading onto
yet another four-lane city street.

Next is the right-hand right-angle Turn 8.  This leads onto
the straightaway underneath the pedestrian plaza.  On the
other side of this steep dip is the left-hand right-angle
Turn 9, leading onto a four-lane city street.  At the end of
the pedestrian plaza, Turn 10 is a left-hand right-angle
corner onto a six-lane city street which is eventually
bisected by a thin median; it is best to keep to the right
side of this thin median.  At the end of the thin median is
the right-hand 45-degree Turn 11, leading onto a city street
which is five lanes wide.

Several city blocks later is the left-hand right-angle Turn
12.  This leads onto the single longest straightaway in
Shinjuku, but the barriers in the middle of the street have
been removed.

At the end of the lengthy straightaway is the left-hand
right-angle Turn 13, leading onto a four-lane city street
which will eventually become bisected by a thin median; it is
best to keep to the right side of this median.  At the end of
the thin median is the right-hand right-angle Turn 14 onto
another four-lane city street bisected by a thin median;
again, it is best to keep to the right side of this thin
median.

Turn 15 is the left-hand right-angle corner one city block
beyond Turn 14; this opens onto a three-lane raceway.  Four
city blocks later is the final corner (Turn 15), a left-hand
right-angle corner leading onto the initial straightaway; it
is best to keep to the right side of the wide median on
corner exit.

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

TOKYO: SHINJUKU: LONG: KOSYU KAIDO NISHI
Forthcoming

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

TOKYO: SHINJUKU: LONG: OHME KAIDO NISHI II
This event venue begins on the single longest straightaway in
Shinjuku.  The barricades are in place here, and all three
switching points are used, with the Start/Finish Line located
at the mid-point between the first and second switching
points.

At the end of the lengthy straightaway is the left-hand
right-angle Turn 1, leading onto a four-lane city street
which will eventually become bisected by a thin median; it is
best to keep to the right side of this median.  At the end of
the thin median is the right-hand right-angle Turn 2 onto
another four-lane city street bisected by a thin median;
again, it is best to keep to the right side of this thin
median.

Turn 3 is the left-hand right-angle corner one city block
beyond Turn 2; this opens onto a three-lane raceway.  Two
city blocks later is the left-hand right-angle Turn 4 onto a
city street comprised of four NARROW lanes.  At the end of
this straightaway is the right-hand right-angle Turn 5 onto a
four-lane city street bisected by a wide median; a wide
racing line is best here to get to the left side of the wide
median.  At the end of the wide median is the right-hand
right-angle Turn 6 onto a three-lane city street.

Turn 7 is then the left-hand hairpin corner, with THE chicane
following (Turns 8 and 9).  After one city block is the left-
hand right-angle Turn 10 onto a three-lane city street.  Next
is the right-hand 45-degree Turn 11 underneath the pedestrian
bridge; keep hard to the right to avoid the thin median
bisecting the four-lane raceway here.  Next comes the left-
hand 135-degree J-turn marking Turn 12; it is best to keep a
wide racing line here while using plenty of drift to avoid
the thin median at the exit of Turn 12.  Turn 13 is a right-
hand right-angle corner leading onto a four-lane city street
alongside the pedestrian plaza.

Next is the right-hand right-angle Turn 14.  This leads onto
the straightaway underneath the pedestrian plaza.  On the
other side of this steep dip is the left-hand right-angle
Turn 15, leading onto a four-lane city street.  At the end of
the pedestrian plaza, Turn 16 is a left-hand right-angle
corner onto a six-lane city street which is eventually
bisected by a thin median; it is best to keep to the right
side of this thin median.  At the end of the thin median is
the right-hand 45-degree Turn 17, leading onto a city street
which is five lanes wide.

Several city blocks later is the left-hand right-angle Turn
18, which requires a wide racing line since the left-most
three lanes have been barricaded.  This leads onto the single
longest straightaway in Shinjuku, which for this event venue
also happens to be the initial straightaway.  The
Start/Finish Line is located at the mid-point between the
first and second switching areas.

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

TOKYO: SHINJUKU: LONG: SUMITOMO-BIRU HIGASHI
Events here begin on a four-lane city street.  Just beyond
the Start/Finish Line is Turn 1, a left-hand 45-degree corner
underneath an overhead pedestrian bridge where a thin median
forms to bisect the four-lane city street.  Keep to the left
of this thin difficult-to-see median.

After one city block is the right-hand right-angle Turn 2,
which opens onto a wider city street with a wide median.  It
is best to keep wide to the left here to avoid the wide
median.  Between Turns 2 and 3, the raceway fades to the
right.

Turn 3 is a right-hand right-angle corner leading onto a
four-lane city street bisected by two consecutive wide
medians.  Again, keep a wide racing line here to avoid the
wide medians.  The ensuing straightaway makes a quick fade to
the right at the end of the second wide median.

Next is Turns 4 and 5, forming THE fast right-left chicane in
Shinjuku.  It is best to use moderate braking before the
chicane to ensure keeping off the barriers.  On exiting the
chicane, it is best to keep to the left-hand side of the next
wide median.

Turn 6 is the right-hand right-angle corner at the end of the
wide median.  This leads onto a three-lane city street which
lasts for four city blocks.

Turn 7 is a right-hand right-angle corner leading onto a
four-lane city street bisected by a thin median; it is best
to keep a wide racing line in Turn 7 to stay to the left-hand
side of this thin median.  Turn 8 is the left-hand right-
angel corner one city block later onto yet another four-lane
city street also initially bisected by a thin median; it is
best to use a tight racing line here to stay on the left side
of this new thin median.

Turn 9 is the right-hand right-angle corner leading onto the
single longest straightaway in Shinjuku.  There are no
barricades here, so drivers will have unfettered access to
the entire six-lane width of this immense straightaway.

At the end of the immense straightaway is the right-hand
right-angle Turn 10, leading onto a five-lane city street.
Ahead is the right-hand 45-degree Turn 11 onto a four-lane
city street.  Turn 12 is a right-hand right-angle corner onto
another four-lane city street.

One single city block later is the left-hand right-angle Turn
13 leading onto a four-lane city street bisected by a wide
median; it is best to use a wide racing line to stay on the
right-hand side of this wide median.  At the next
intersection is Turn 14, a right-angle left-hand corner
leading onto the initial straightaway.

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

TOKYO: SHINJUKU: LONG: NISHI SHINJUKU RESTAURANT
This is essentially the reverse/mirror configuration of the
Sumitomo-Biru Higashi event venue, except that:
   1.) the Start/Finish Line has been shifted
   2.) the raceway goes around and then UNDER the pedestrian
       plaza

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

TOKYO: SHINJUKU: LONG: SHINJUKU ZENIKI
Available ONLY in Time Attack Mode, this venue allows players
to roam freely along those routes used in the Shinjuku sector
of Tokyo.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

CONTACT
For rants, raves, etc., contact me at FEATHER7@IX.NETCOM.COM;
also, if you have enjoyed this guide and feel that it has
been helpful to you, I would certainly appreciate a small
donation via PayPal (http://www.paypal.com/) using the above
e-mail address.

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

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