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    FAQ/Driving Guide by Wolf Feather

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

    Jamie Stafford/Wolf Feather
    Initial Version Completed: November 23, 2002
    FINAL VERSION Completed:   December 1, 2002
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    Spacing and Length
    ROC (Race of Champions)
    Quick Race
    ROC Challenge
    Car Customization
    Racing Tips: Braking
    Racing Tips: Cornering
    Racing Tips: Wet-weather Racing/Driving
    Contact Information
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    Remember:  Plagiarism in ANY form is NOT tolerated!!!!!
    Rally Fusion's 'main event' is the annual Race of Champions,
    held on a parallel circuit in Gran Canaria.  However, there
    are plenty of stage-based and circuit-based events spread
    throughout a number of gameplay modes which can unlock better
    and faster cars as well as higher and tougher classes of
    competition, with the end result of Rally Fusion having a
    tremendous run of repeat gameplay.
    However, in ROC Challenge (the main gameplay mode in which
    others are unlocked), the learning curve is VERY steep.  The
    Qualifiers and Class C are both incredibly easy, although
    Class C will still require approximately three hours to
    complete.  The competition is tougher in Class B, as one
    would expect, with approximately four hours required to
    complete Class B.  Class A, however, is virtually impossible;
    it would NOT be unusual to spend four hours simply trying to
    get past the first two events in Class A >:-(   This would be
    comparable to someone who has never even flown on an airplane
    as a passenger being required to fly a fighter jet across an
    entire continent AND refuel in the air several times...
    without any prior training.
    Players can expect plenty of fun and frustrating racing
    action in Rally Fusion.  The circuits are varied, from
    snowy/icy hill climbs to desert stages to desert circuits to
    seaside courses and beyond.  The cars range from single-
    seater buggies to Lancias to Opels to Mitsubishis and beyond.
    ROC Mode actually includes two types of events: ROC (Race of
    Champions) and Nations Cup.
    ROC (Race of Champions) is divided into three classes: Class
    C, Class B, and Class A.  Initially, only Class C is
    available.  In each class, the player is entered into a
    bracket of eight competitors, and must win (best two of three
    races) three series to win the Race of Champions for that
    class.  Winning in Class C unlocks Class B; winning in Class
    B unlocks Class A.
    Nations Cup is essentially ROC (Race of Champions), but in
    multi-player format.  Here, two, three, or four players -
    each using a DIFFERENT controller - take turns competing in
    the Race of Champions.  Initially, only Class C is available.
    Winning in Class C unlocks Class B; winning in Class B
    unlocks Class A.
    Quick Race Mode is a conglomeration of multiple events.  The
    events and circuits/stages in Quick Race Mode become
    available as they are unlocked by progressing through all
    three classes in ROC Challenge.
    Race of Champions:  This is the annual tournament at Gran
                        Canaria pitting driver against driver in
                        identical cars on a parallel circuit.
                        This makes the Race of Champions a TRUE
                        test of driver skill, NOT a challenge of
                        who has the better car.
    Rally:              This is a traditionally rally stage, with
                        only one car on the stage in an attempt
                        to complete the stage with the fastest
                        possible time.
    Rally Cross:        Run on rally stages, the player competes
                        directly with multiple cars on the stage
                        at once.
    Circuit:            This is a traditional circuit with rally-
                        esque features.  There are several
                        competitors on the circuit along with the
    Time Trial:         Using any of the unlocked stages or
                        circuits, the player attempts to break
                        the current stage/lap record.
    Hill Climb:         This is a stage-like setting, with the
                        player attempting to get to the top of
                        the mountain as quickly as possible.
    Hill Climb Extreme: This is essentially Rally Cross, but on
                        a hill climb.
    Checkpoint:         This is true arcade-style racing in that
                        the player must reach each checkpoint
                        before the countdown timer expires.
    Elimination:        Competing against three CPU-controlled
                        vehicles, this is a three-lap race at a
                        circuit.  At the end of each lap, the
                        car in last place is eliminated.
    Follow the Leader:  Competing against three CPU-controlled
                        vehicles, this is a unique gameplay event
                        in which all vehicles have the same
                        amount of energy at the beginning of the
                        event.  Only the leader will NOT lose any
                        energy; the further back a car is in the
                        field, the faster that car loses its
                        energy.  The winner is the car is keeps
                        going the furthest (i.e., all other cars
                        have run out of energy and are stalled on
                        the circuit).
    Driving Challenge:  Set in an arena, the player must complete
                        a number of driving tasks within the
                        allotted time.
    Relay:              This is essentially a baton race, but
                        with cars.  The player can only choose
                        ONE of the cars to use; the other is
                        assigned at random by the CPU.  Each lap
                        is driven with a different car.
    World Tour:         Run across six rally stages, the player
                        must complete each stage as quickly as
                        possible while incurring as little damage
                        as possible to ensure finishing the World
    World Tour Extreme: This is World Tour with several
                        competitors on-track and a points system.
    ROC Challenge has the player competing across the world
    against the world's best drivers.  This is first done by
    completing all the Qualifier events to obtain a license.
    Next, each class is handled from easiest (Class C) to hardest
    (Class A).
       The Qualifiers are somewhat easy, so players need not fret
       about not being able to obtain a license.  There are four
       events here, but only three are shown; once the first
       three events have been completed, only then will the
       fourth event become available.
       The first and third Qualifier events are timed stage-based
       rallies.  The fourth Qualifier event is a head-to-head
       competition at Gran Canaria.
       The second Qualifier event could use some explanation.
       Here, the player must enter an arena and complete a
       'slalom' course.  There are four 'slalom' sections of four
       checkpoints each (designated by panels displaying arrows).
       Between the panels at each checkpoint are three flags: a
       green flag in the center flanked by two red flags.
       Touching a red flag will add FOUR seconds to the player's
       overall time; touching a green flag will subtract TWO
       seconds from the player's overall time.  As long as the
       player only touches two or three red flags, there should
       be no problem in passing this Qualifier event.
    Class C
       In Class C, there are two initially types of competition:
       Rally Challenge and Circuit Challenge.  Rally Challenge is
       comprised of three rally stages where the player is alone
       on each stage and must attain the fastest total time for
       the rally.  In Circuit Challenge, the player and several
       competitors are on the tracks at the same time and must
       strive to have the most points at the end of the Circuit
       Challenge, with points awarded in each event: six points
       for first place, four points for second place, two points
       for third place, and NO points for last place.  In both
       Rally Challenge and Circuit Challenge, the player is given
       a total of twenty repair points to use to fix any damage
       to the chosen vehicle; these must be spent wisely, as
       these points must last for the entire challenge!!!!!
       Once the Class C Rally Challenge and Circuit Challenge
       have been completed, the Rally Cross Challenge becomes
       available.  Rally Cross Challenge includes two competitor
       and is run on three rally stages, with points awarded for
       each stage: six points for first place, four points for
       second place, and two points for third place.
       Once the Class C Rally Cross Challenge has been completed,
       Driving Challenge I appears.  Winning this unlocks Ford
       Escort Miki Duel, Compact Rally Challenge, and Single Seat
       Circuit Challenge.  Ford Escort Miki Duel is a one-on-one
       competition at Gran Canaria.  Compact Rally Challenge is
       run across three stages.
       Winning the above events unlocks the Opel Kadett Duel and
       the European Rally Cross Challenge.  Opel Kadett Duel is a
       one-on-one competition at Gran Canaria.  European Rally
       Cross Challenge is run against two competitors across
       three stages.
       Winning the above events unlocks Driving Challenge II.
       This is HARD!!!!!!!!!!!!!!!!!!!!!!!!!!  In the arena,
       there are four platforms upon which specific feats must be
       completed.  The Forward Park is conducted on each of the
       first two platforms; here, the car must be parked for two
       seconds upon the platform between the red flags.  The
       third platform is the 360 Spin, where the car must come to
       a stop and complete a FULL 360-degree rotation (in either
       direction).  The final platform is for the Reverse Park,
       in which the player must back onto the platform and must
       be parked for two seconds before leaving.
       Winning Driving Challenge II unlocks Formule France Duel,
       Hill Climb, Ford Escort Miki Elimination, and Toyota Rav4
       Follow the Leader.  In Ford Escort Elimination, all
       competitors drive a Ford Escort; at the end of each lap,
       the car is last position in eliminated from the
       Of these four newly-unlocked events, Toyota Rav4 Follow
       the Leader is the most difficult of these.  Here, the
       player is against three competitors, and everyone is
       equipped with a Toyota Rav4.  Everyone begins with the
       same amount of energy; energy is depleted by NOT being in
       the lead (cars further back in the field lose energy
       faster than cars ahead) and by damaging the vehicle.  The
       player ALWAYS begins in final position, which inherently
       means that the player is ALWAYS in the worst possible
       position; winning these Follow the Leader events is thus
       virtually impossible >:-(
       Getting past ALL these events unlocks the Class C Race of
       Champions.  The player is entered into a bracket of eight
       competitors, and must win (best two of three races) three
       series to win the Class C Race of Champions.  After the
       Toyota Rav4 Follow the Leader, the Class C Race of
       Champions is incredibly EASY!!!!!
       Winning the Class C Race of Champions completes Class C of
       the ROC Challenge and unlocks Class B.  Players should
       anticipate approximately three hours to complete Class C.
    Class B
       Class B begins with three events: Peugeot 306 Duel, Rally
       Challenge (run across four stages, with only 20 repair
       points despite the 'extra' stage), and Circuit Challenge
       (run across four circuits, with only 20 repair points
       despite the 'extra' circuit).  The Peugeot 306 Duel is
       definitely a bit more difficult than the duels in Class C.
       Also, whereas the Class C events at Gran Canaria were held
       at sunset, the Class B events at Gran Canaria are held at
       midday; this makes the Gran Canaria parallel circuit look
       just different enough to essentially be 'foreign' on the
       first few runs in the very-bright lighting conditions.
       [Those who have played other racing games with variable
       lighting conditions, such as F1 2002 and Le Mans 24 Hours
       (also on the PlayStation2), will likely have an easier
       time adjusting to the different lighting conditions.]
       Winning the initially-available Class B events will unlock
       the Toyota Celica GT4 Duel and the Rally Cross Challenge
       (run across four stages, with only 20 repair points
       despite the 'extra' stage).
       Winning the Toyota Celica GT4 Duel and the Rally Cross
       Challenge will unlock Driving Challenge III.  This time,
       the first area is a forward slalom with NO green flags to
       lower time, but plenty of red flags to ADD 4 SECONDS for
       each flag touched.  Next comes the forward park on a truck
       platform.  The third test is the 360 Spin.  The final test
       is the reverse park.
       Winning Driving Challenge III unlocks the Lancia Delta
       Integrale Duel, Japanese Rally Challenge, and European
       Circuit Challenge.  Winning these events will unlock
       Peugeot 206 Duel and Champions Rally Cross Challenge.
       Winning Peugeot 206 Duel and Champions Rally Cross
       Challenge will unlock Driving Challenge IV.  This time,
       the tests are: 360 Spin, Reverse Slalom, Reverse Park, and
       Reverse Park on a Trailer.
       Winning Driving Challenge IV unlocks Toyota Corolla Duel,
       Hill Climb, Toyota Elimination, and Peugeot Follow the
       Winning these events unlocks the Class B Race of
       Champions. The player is entered into a bracket of eight
       competitors, and must win (best two of three races) three
       series to win the Class C Race of Champions.  After the
       Toyota Rav4 Follow the Leader, the Class C Race of
       Champions is incredibly EASY!!!!!
       Winning the Class B Race of Champions completes Class B of
       the ROC Challenge and unlocks Class A.  Players should
       anticipate approximately three hours to complete Class B.
    Class A
       Class A begins with Rally Challenge and Circuit Challenge
       available.  Each event includes five rallies or races,
       with only twenty repair points for the entire Challenge.
       In the Rally Challenge, rolling or severely damaging the
       car only ONCE across the five rallies automatically
       prevents the player from winning Rally Challenge because
       the goal times are set so ^#&*@$ low.
    Rally Fusion includes a choice of three naviagtors/co-drivers
    to give aural driving instructions.  The first is a British
    male with a VERY short fuse; simply getting the car dirty
    will cause him to explode into profanity (which is bleeped
    out).  The second navigator is an American male with a
    slightly longer fuse than his British counterpart; he tends
    to get excited, but is not verbally abusive.  The final
    navigator is a British female; she is also somewhat excitable
    and she does occasionally slip into profanity, but she is
    definitely a little more mellow than her two male
    It is really amazing that the navigators in Rally Fusion have
    such personalities.  One would expect that the world's best
    drivers would have the world's best navigators, who are
    generally 'impersonal' and stick strictly to the driving
    instructions, offering little other commentary or chatter.
    Perhaps this was simply done to provide a little more
    'flavor' to Rally Fusion.
    Since Rally Fusion is primarily an arcade-style game, there
    are only three areas of car customization: Transmission,
    Tires, and Gear Ratio.
    Transmission: The player can choose Automatic or Manual.
    Tires:        The only choices are Snow, Tarmac, Mud, and
                  Dirt.  The CPU will always make a Tire
                  suggestion, and the player should never
                  make any changes here.
    Gear Ratio:   Rally Fusion offers three Gear Ratio settings:
                  Acceleration, Intermediate, and Top Speed.
                  Acceleration provides faster acceleration, but
                  at the sacrifice of top-end speed.  Top Speed
                  provides excellent top-end speed, but slower
                  acceleration.  Intermediate is the 'middle-
                  ground' setting.
                     The CPU will suggest a Gear Ratio for each
                  event... AS LONG AS THE PLAYER HAS NOT MADE ANY
                  the player has changed the Gear Ratio setting,
                  the game will no longer automatically make a
                  Gear Ratio suggestion; instead, the setting
                  last used by the player will appear.
    Buy or rent or borrow any game in the Gran Turismo series,
    but especially Gran Turismo 2 or 3.  In one of these games,
    work through the License Tests, as this will teach how to
    approach the various elements of racing, from judging braking
    distances to controlling a car on a surface with little grip.
    Gran Turismo 2 introduced rally racing to the series, so GT2
    and GT3 both include a Rally License; the time and effort
    spent in acquiring the Rally License in GT2 or GT3 will help
    with World Rally Challenge.  Overall, Gran Turismo 2 is
    probably a better choice of the three games in the Gran
    Turismo series, as GT2 includes the Pikes Peak Hill Climb and
    Pikes Peak Downhill courses, the only point-to-point rally
    venues in the series thus far (all other rally events are
    held at actual circuits); unfortunately, both Pikes Peak
    stages were removed for Gran Turismo 3 :-(
    In rally racing, the principles of standard pavement-based
    racing apply.  However, there is generally less tire grip in
    rally racing, which makes anticipation a key element in
    correctly holding a tight racing line at the apex of a
    corner, in judging braking distances on a steep downhill
    grade, etc.
    In general, 'Easy' corners do not require braking to safely
    clear; 'Hard' corners and hairpins DO require braking;
    'Medium' corners may necessitate braking depending on the
    surroundings and the entry speed.  Hairpins ALWAYS require
    Do not depend solely upon the navigator's instructions (these
    are deactivated if driving a single-seater car, for obvious
    reasons) and the sign icons at the top-center of the screen
    to drive cleanly through each stage.  Try to look as far
    ahead as possible and use the lay of the land to determine
    what the road ahead will entail.  Most roads follow the
    contours of mountains and hillsides, using a series of
    switchbacks for climbing and descending steep mountainsides.
    On occasion, visibility is clear so far ahead that it is
    possible to see turns several hundred meters - or more -
    beyond what the navigator is currently saying.  Some roads
    leave one particular mountain and run along an adjacent
    mountain, and this can sometimes also be seen across a
    valley.  For those roads atop short ridges, it is often
    possible to see the various turns far ahead.  Try to use
    really tall objects such as trees - and especially telephone
    poles, as they are almost ALWAYS located directly next to the
    road - to determine the location and severity of upcoming
    Rally Fusion does not provide long complex navigation
    directions (aurally or on-screen) - unlike some rally-based
    games, such as World Rally Championship - nor are distances
    given by the navigator (when activated).  There are times
    when this information could be REALLY useful.  For example,
    '200 Hairpin Right Caution Over Crest into 50 Hairpin Left
    Caution Jump' in World Rally Championship would translate to
    simply 'Hairpin Right Hairpin Left' in Rally Fusion.  This
    makes the player wonder about other unnamed issues, such as:
       1.) 'Is there an unprotected drop-off on the outside of
           either hairpin corner?'
       2.) 'What is the distance between the two upcoming hairpin
       3.) 'Is that simply a crest or an actual jump ahead?'
    Whenever SAFELY possible, it is generally faster to
    straightline consecutive corners, especially when these are
    'Medium' or 'Hard' corners.  This is especially true for
    chicanes.  Players need not worry about being penalized for
    driving off the circuit; the navigator will likely make a
    fuss about it, but there will be no penalties assessed for
    making use of this tactic.
    Spectators will sometimes be standing in the middle of the
    road, or will run across it.  There are also occasionally
    animals (primarily chickens) in the raceway.  Then, of
    course, there is the television helicopter, which sometimes
    comes down so close to the ground that it appears that the
    car(s) will ram into it!!!  While this can definitely be
    difficult at first, players must learn to essentially ignore
    all these extraneous elements and concentrate on the road
    When racing on the parallel circuit at Gran Canaria, do not
    bother trying to cheat by crossing to the opposite lane as
    soon as possible.  The CPU will only credit a race as being
    completed if the player has crossed the OPPOSITE Start/Finish
    Line first, THEN crossing the Start/Finish Line for the lane
    in which the player began the race.  In other words, if the
    player begins on the Inside Lane, then the player must first
    cross the Start/Finish Line on the Outside Lane before
    crossing the Start/Finish Line again on the Inside Lane.
    Rally Fusion has the player competing against many well-known
    motorsport drivers and riders from around the world.
    Class C Drivers (Virtually no rally experience):
       Troy Bayliss
       Frank Biela
       Luca Cadalora
       Yannick Dalmas
       Robby Gordon
       Tom Kristensen
       J.J. Lehto
       Jeremy McWilliams
       Emmanuele Piro
       Katja Poensgen
       Kari Tanen
       Harri Toivonen
       Ralf Waldman
       Ruben Xaus
    Class B Drivers (Skilled rally drivers):
       Andrea Aghini
       Flavio Alonso
       Neal Bates
       Dario Cerrato
       Marc Duez
       Francois Duval
       Per Eklund
       Yoshio Fujimoto
       Rui Maderia
       Rhys Millen
       Rob Millen
       Luis Monzon
       Gabriel Pozzo
       Jesus Puras
       Kenjiro Shinozuka
       Bruno Thiry
    Class A Drivers (World's best rally drivers):
       Didier Auriol
       Miki Biason
       Stig Blomqvist
       Marcus Gronholm
       Hannu Mikkola
       Michele Mouton
       Gilles Panizzi
       Walter Rohrl
       Harri Rovanpera
       Timo Salonen
       Bjorn Waldegard
    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.
    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
    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
    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
    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.
    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
    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.
    This section contains the diagrams referred to earlier in the
    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:
    Quick-flicks (Variant I - Wide Chicane):
    Quick-flicks (Variant II - Narrow Chicane):
    Sample Circuit Using Some of the Above Corner Types Combined:
        ******|******       *****
       *      |->    *     *     *
        *          **   ***     *
         *        *   **        *
        *         *  *    *     *
       *         *  *    * *     ****
       *          **    *   *        *
       *               *     ********
        *******       *
    Standard Corner:
    Virtual Bus Stop Chicane:
                         Car #1   ->->->->->->   Car #3
       Player Path: ->->->->->->->   Car #2   ->->->->->->->
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