METROPOLIS STREET RACER: SAN FRANCISCO DRIVING INSTRUCTIONS
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
Racing Tips: Braking
Racing Tips: Cornering
Racing Tips: Wet-weather Racing/Driving
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
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 driving instructions for
the San Francisco circuits in Metropolis Street Racer.
Information has also been taken from my General
Racing/Driving Guide with appropriate modifications.

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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.

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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.

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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.

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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.

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SAN FRANCISCO: FISHERMANS WARF: SHORT: COLUMBUS NORTH
***Forthcoming***

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SAN FRANCISCO: FISHERMANS WARF: SHORT: BEACH EAST
***Forthcoming***

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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.

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

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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.

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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.

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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.

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

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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.

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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.

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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.

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

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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.'

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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.

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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.

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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.

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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.'

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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.

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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.

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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.

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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.

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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   ->->->->->->->
   +++++++++++++++++++++++++++++++++++++++++++++++++++++

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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/

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