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    FAQ/Driving Guide by Wolf Feather

    Version: Final | Updated: 12/01/02 | Printable Version | Search Guide | Bookmark Guide

    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.
    
    ====================================
    
    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.
    
    ====================================
    
    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.
    
    ====================================
    
    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/
    
    ====================================
    ====================================
    ====================================