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      Hot Wheels Turbo Racing General Information

Version 1.1
Copyright 2002-2003 James Holloway
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-- 0. Welcome -------------------------------------------------

- Welcome ------------------
This is the first FAQ I have ever gotten anywhere near publishable. In fact, 
this is the first one I've actually typed up any part of. Well, I was looking 
for some tips on Hot Wheels Turbo Racing and I found that there just didn't 
seem to be a whole lot of information out there that I could find so I decided 
that I'd type up what I could figure out on my own.  I know that there are probably
a lot of things left out so if anyone would want to point out how dumb my mistakes 
are (or even tell me if this helped them any) you can check below for contact info.

This is Version 1.1 written in August 2003 by KorbenDirewolf.
Note: I no longer have this game or have any access to it so this is probably not
going to be updated again.

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-- 1. Table of Contents ------------------------------------------------------

- Table of Contents ------------------
0. Welcome
 -Welcome
1. Contents
 -Contents
 -Date and Version Info
 -Copyright and Contact Info
2. Cars
 -All Cars
3. Tracks
 -Start of Game
 -Secret Tracks
4. Cups
 -Hot Wheels Cup
 -Secret Car Cup
 -Twinmill Cup
5. Stunts
 -Air Stunts
 -Flips
 -Spins, Tabletops, ect.
 -Rolls
 -Combo Stunts
6. Thanks and Credits

- Date and Version Info ------------------
 Version 1.1 - August 2003
 Version 1.0 - September 2002

- Copyright and Contact Info ------------------
This document Copyright 2002-2003 KorbenDirewolf.

If you would like to reproduce this document, in part or in whole, in any other
format contact me at kwolf@direwolf.zzn.com  If you would like to use this FAQ 
on your website contact me at the same address.  Permission is given for any 
individual to copy and distribute this document as long as it remains in this 
format and is not changed in any way without permission.

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-- 2. Cars -------------------------------------------------------------------

- All Cars ------------------
 Hot Wheels Car
 Mongoose
 Power Pipes
 Power Pistons
 Purple Passion
 Rash 1
 Red Baron
 Shadow Jet
 Snake
 Speed Blaster
 Splittin' Image
 Stealth
 Street Rodder
 Sweet 16 II
 Way 2 Fast
 Cat-A-Pult
 Deora
 Double Vision
 Evil Weevil
 Gluch Stepper

 Lakester (Mystery Car) found in Dawn Encounter
 Slideout (Mystery Car) found in Command Center
 Super Van (Mystery Car) found in Helicrash
 Formula 5000 (Mystery Car) found in Snake River Mine

 Bi-Sector (Mystery Car) Win the Hot Wheels Cup
 Go Kart (Mystery Car) Win the Hot Wheels Cup
 Road Rocket (Mystery Car) Win the Hot Wheels Cup
 Strip Teaser (Mystery Car) Win the Hot Wheels Cup

 Twinmill (Mystery Car) Win the Secret Car Cup
 Twinmill II (Mystery Car) Win the Secret Car Cup
 Hot Wheels 500 (Mystery Car) Win the Secret Car Cup

 Power Rocket (Mystery Car) Win the Twinmill Cup?
 Rigor Motor (Mystery Car) Win the Twinmill Cup?
 Rock Buster (Mystery Car) Win the Twinmill Cup?
 Sol-Aire CX4 (Mystery Car) Win the Twinmill Cup?
 Silhoutte II (Mystery Car) Win the Twinmill Cup?
 Stage Fright (Mystery Car) Win the Twinmill Cup?
 Thunder Roller (Mystery Car) Win the Twinmill Cup?
 Dragster (Mystery Car) Win the Twinmill Cup?

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-- 3. Tracks -----------------------------------------------------------------

- Start of Game -------------------
 Dawn Encounter
 Snake River Mine
 Road to Rustwell
 Cold Fusion
 Command Center
 Helicrash

- Secret Tracks -------------------
 
The following are unlocked by winning the Hot Wheels Cup:
 R.M. Sludgeworks
 R.M. Test Track
 Exhaust Pipes

The following are unlocked by winning the Secret Car Cup:
 Serpent Sprint
 Volcano Blowout

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-- 4. Cups -------------------------------------------------------------------

- Hot Wheels Cup-----------------
Race 1 of 6: Dawn Encounter   - Difficulty: EASY Strategy: SPEED!
Race 2 of 6: Command Center   - Difficulty: HARD Strategy: STUNT!
Race 3 of 6: Road to Rustwell - Difficulty: HARD Strategy: CRASH!
Race 4 of 6: Cold Fusion      - Difficulty: HARD Strategy: SPEED!
Race 5 of 6: Helicrash        - Difficulty: HARD Strategy: CRASH!
Race 6 of 6: Snake River Mine - Difficulty: HARD Strategy: STUNT!

Cup Victory:
Unlock Cars: Bi-Sector, Go Kart, Road Rocket, Strip Teaser.
Unlock Tracks: R.M. Sludgeworks, R.M. Test Track, Exhaust Pipes.
Unlock Cup: Secret Car Cup

- Secret Car Cup ------------------
Race 1 of 2: R.M. Sludgeworks  - Difficulty: HARD Strategy: STUNT!
Race 2 of 2: R.M. Test Track   - Dificulty: HARD Strategy: STUNT!

Cup Victory:
Unlock Cars: Hot Wheels 500, Twinmill, Twinmill II
Unlock Tracks: Serpent Sprint, Volcano Blowout
Unlock Cup: Twinmill Cup


- 4.3. Twinmill Cup --------------------
Race 1 of 1: R.M. Sludgeworks  - Difficulty: HARD Strategy: STUNT!

No matter which car you choose you will face the Twinmill and the Twinmill II 
in this cup race.  If you let them get ahead of you there is vey little chance
 of catching them.

Cup Victory:  This seems to be different each time I won, I think you unlock 
almost all of the cars you don't already have.

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-- 5. Stunts -----------------------------------------------------------------
I have noticed that some cars get a different amount of turbos for the same 
stunts. I have added each different number of turbos for each stunt that I got. 
One of these days I will get a list explaining exactly what all of these are.
 Here is what I have so far:

- Air Stunts -----------------------
I lumped all these type stunts together.  Mostly I was given credit for these 
when I screwed up what I was trying to do, or was coming down off of a small ramp
or jump.

Air Ozone       +1 Turbo
Big Air         +1 Turbo
Compressed Air  +1 Turbo
Fakey Air       +1 Turbo
Gyro Air        +1 Turbo 
Kick Ramp Air   +1 Turbo
Nitro Air       +1 Turbo
Quickie Air     +1 Tirbo
Spooky Air      +1 Turbo
Stolen Air      +1 Turbo
Tribal Air      +1 Turbo
Wretched Air    +1 Turbo
Hangtime        +2 Turbos
Like A Bird     +2 Turbos
Rocket Style    +2 Turbos

- Flips ----------------------------
A Back Flip is when the car "flips" backwards in the air.
A Frontflip is when the car "flips" fowards in the air.
I am not certain exactly what Somersaults are.

Back Flip         +2 Turbos
Frontflip         +2 Turbos
Somersault        +2 Turbos
Double Frontflip  +3 Turbos
Somersault        +3 Turbos
Double Frontflip  +4 Turbos
Somersault        +4 Turbos
Double Frontflip  +5 Turbos

- Spins, Tabletops, ect. ------------
Spins are when the car "spins" horizontally in the air.
I am not yet exactly sure what defines Tabletops, Helicopters and Tornados, but
they all involve mutiple spins in the air.

360 Helicopter   +2 Turbos
360 Spin         +2 Turbos
360 Tabletop     +2 Turbos
740 Tornado      +3 Turbos
740 Tornado      +4 Turbos
900 Tornado      +4 Turbos
540 Helicopter   +5 Turbos
900 Tornado      +5 Turbos
1080 Tornado     +5 Turbos
1260 Tornado     +5 Turbos
1440 Tornado     +6 Turbos
1620 Tornado     +6 Turbos
1800 Tornado     +6 Turbos
1980 Tornado     +6 Turbos
2160 Tornado     +6 Turbos

- Rolls -----------------------------
Rolls are when the car "rolls" in the air.

Barrel Roll      +2 Turbos
California Roll  +3 Turbos
Meteor Roll      +3 Turbos
Barrel Roll      +4 Turbos

- Combo Stunts ---------------------
Combo Stunts are various combinations of Flips, Spins and Rolls.

Red Tomato        +5 Turbos
Elemental         +6 Turbos
Frontside         +6 Turbos
UFO               +6 Turbos
Visionary         +6 Turbos
Walk the Earth    +6 Turbos
Allie Oop         +7 Turbos
Blindside         +9 Turbos
Visionary         +9 Turbos
Flippin' Dizzy   +10 Turbos!

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-- 6. Thanks and Credits -----------------------------------------------------

- Thanks ---------------------
Thanks go out to everyone involved in the making of Hot Wheels Turbo Racing and 
to GameFAQs.

- Credits --------------------
Without the game Hot Wheels Turbo Racing this FAQ could never have been written. 
All of the information in this FAQ was gathered from hours of playing the game.

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.