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    FAQ by JWeeks

    Version: 1.0 | Updated: | Search Guide | Bookmark Guide

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                       M o t o r  T o o n  G r a n d  P r i x
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    Drivers Notes v1.0
    Compiled by Jonathan Weeks (jon@animejin.demon.co.uk)
    All feedback welcome.
    
    Contents
    --------
    
    1. Intro
    2. The Cars
    3. The Tracks
    4. Driving Tips
    
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    1 Intro
    
    1.1 Game premise
    
    Motortoon is a racing game with all the cars, tracks and game mechanics
    rendered in cute cartoon style. It is not a realistic driving game, by any
    standards. The only major feature not common in other racing games is that two
    player races use a spilt screen instead of needing two machines and a link
    cable.
    
    1.2 Driving mechanics
    
    The cars in Motortoon are relatively easy to drive. They have gears, but there
    is no manual shift option. There is even a 'drift' button to automatically
    slide around corners.
    
    1.2 Race mechanics
    
    There are four race modes in Motortoon:
    
    1.2.1 Grand Prix
    
    One player. Three laps versus fifteen computer cars on one of three tracks.
    
    1.2.2 Time Trial
    
    One player. Two laps against the clock on any grand prix or match race track,
    or one run of any dual race track.
    
    1.2.3 Match race
    
    Two Players. 1,3,5,10 or 20 laps on one of five tracks.
    
    1.2.4 Dual race
    
    Two Players. 1,3,5,10 or 20 runs on one of five tracks. Unlike Grand Prix or
    Match Race, the Dual tracks are linear and the players race seperately, each
    player on a mirror image of the other track.
    
    1.3 Controls
    
    Select the config option from the player select menu to see a control diagram
    in English.
    
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    2.  The Cars
    
    The five cars available to drive all behave very differently, much more so
    than conventional racing games such as Ridge Racer or Wipeout. This adds a
    lot of depth to the game, as you have each of the cars to master driving
    aswell as each track.
    
    2.1 Captain Rock
    
        Top speed    : 311kph  (off road 137kph)
        Acceleration : Average (0 - 311kph in 9s)
        Handling     : Average
    
    Fast, but not easy to drive. The best car for experianced drivers.
    
    2.2 Princess Jean
    
        Top speed    : 301kph  (off road 121kph)
        Acceleration : Average (0 - 301kph in 10s)
        Handling     : Good
    
    Better than Rock when cornering, but not as fast on the straights.
    
    2.3 Bolbox
    
        Top speed    : 280kph    (off road 138kph)
        Acceleration : Excellent (0 - 280kph in 2s)
        Handling     : Good
    
    A good choice for novices.
    
    2.4 Raptor & Raptor
    
        Top speed    : 261kph  (off road 232kph)
        Acceleration : Awesome (0 - 261kph in under 1s!)
        Handling     : Excellent
    
    The acceleration and handling make Raptor the easiest car to drive, but the
    slow top speed makes it the slowest car overall.
    
    2.5 The Penguin Brothers
    
        Top speed    : 321kph (off road 68kph)
        Acceleration : Dire   (0 - 321kph in 30s)
        Handling     : Poor
    
    Experts only. Capable of the fastest times, but you have to drive flawlessly.
    It takes a good driver to get the Penguin car up to top speed anywhere.
    
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    3 The Courses
    
    3.1 Toon Island
    
    The easiest course, with plenty of gentle bends for novices to practice
    on.
    
    Laughing Wood Chicane - A gentle chicane. Practice drifting here. 
    
    Prince of Toon - If you're bored, drive off the course in the direction the
       blimp is pointing for a view of some local wildlife, complete with sound
       effects :-)
       
       You can drive on the right hand kerb on the next bend without slowing
       down.
    
    Jumping Spot - If you hit the jump at full speed, you'll land quite close to
       the next bend, so pull left as you land to get around the corner.
    
    Dori Dori Corner - This is the tightest corner on the course, with an uphill
       section immediately following. This makes it a great place to loose a lot
       of time.
    
    Sea Side Fall Chicane - Another chicane, not as tight, but with walls either
       side, so there's no room for error.
    
    Baloon Sky Line - There is a narrow road leading up the slope on the right
       hand side immediately after you exit the tunnel, that you can drive on.
    
    3.2 Plastic Lake
    
    More difficult than Toon Island, particularly in the Jumping Maze and
    Dimension Hall. Negotiating these sections successfully is one of the tougher
    challenges in Motortoon.
    
    Jumping Maze - The best way to negotiate this section is to keep low,
       avoiding the hills where possible. You can jump the pit near the end
       safely if you're going fast enough.
    
    G-Snake - Lots of tight curves. Slow down and use drift to get through.
    
    G-Scramble - The left and right paths are identical.
    
    Dimension Hall - It's virtually a blind jump, so experiment to find the best
       launch point. Avoid the pillars and try to aim for the outside of the
       bend, as the fastest route through is on that side.
    
    3.3 Guliver House
    
    The designers pulled out all the stops here, to give player one of the
    wierdest experiences in racing game history. This course is a great piece
    of eye candy, aswell as a tough challenge to drive.
    
    Fruit bowl - you can drive closer to the bowl than it appears.
    
    Sink - This is a long jump, with a junction immediately after it, so make
       sure you line yourself up correctly for the jump.
    
    Backgammon Board - Going round some of the pieces on the left can be
       faster than driving straight down the right hand side.
    
       Here's a bit of really bad ASCII art as illustration:
                        _                               _
          __________   / \               __________    / \
         /          .  \_/              /          .   \_/
        /            .                 /        *  *. *
       /      *_*     . _             /      *_      . _*
       |    * / \ *    / \     _      |    * / \      / \ *
       |   * |   \  *  \_/    / \     |   * |   \     \_/     / \
       |  *  |    \   *  .    \_/     |  *  |    \      .  *  \_/
       | *   |     \    * .           | *   |     \      .
       | *   |      \    * .          |*    |      \      .*
       |*    |       \    * .         |*    |       \      .
       |*    |Route A \    * .        |*    |Route B \     *.
    
       The point is that the driving line of B is not as tight a curve as A, so
       you get round it faster, even though it's a longer route. This does not
       work with all cars.
    
    Roulette Wheel - Expert drivers can take a short cut by going the wrong way
       around the wheel. Actually pulling this stunt off is very difficult - even
       the Raptor car has to slow down to get round the corners.
    
    Domino wall - You can drive between the gaps in the Dominoes, but there isn't
       much point.
    
    Sugar Jar Hairpin - You can drive on the edge of the condiment rack on the far
       side of the bend without slowing down.
    
    Piano - If you hit the first black key fast enough you jump the rest of the
       keyboard in one go. This is entirely pointless.
    
    Telephone - There is a sharp drop after the bend just here, so slow down to
       avoid crashing into the right wall.
    
    Chess Board - It would have been cool if they'd used a proper chess position
       for the pieces, but they didn't. There's not even a white king on the board.
    
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    4. Driving Tips
    
    4.1 Turbo Start
    
    If you have the engine revs at just the right level at the start, you'll get
    an instant kick of speed off the start line. You have to hold the
    acceleration button down a fraction of a second after the yellow light comes
    on to get it. This does NOT work in Grand Prix mode.
    
    4.2 Shunting
    
    If you are driving a Grand Prix race and have lost speed, steer into the
    path of any chasing cars so that you collide (use the rear view to spot
    them). This can shunt you up to the same speed as the chasing car instantly.
    If you are driving the Penguin car, do this right at the start of any race
    and you can reach top speed before the first corner on any track. Shunting
    is most effective on the 'hard' difficulty setting, because this has the
    fastest computer cars.
    
    4.3 Slipstreaming
    
    In Grand Prix mode, positioning your car just behind any other will speed
    your car up significantly. This can make a big difference to race times, as
    it allows cars to exceed their usual maximum speed and acceleration. This
    technique is essential when driving the Penguin or Raptor cars.
    
    4.4 Using the walls
    
    Unlike other racing games, colliding with track walls does not necessarily
    slow you down. Depending on the angle of your collision, you either bounce
    back to a dead halt, or bounce off without slowing down. This can help on
    tight corners as you can afford to brush the inside or outside of the bend as
    you go round. In general, if the back end of the car hits the wall rather
    than the front, you should be OK.
    
    On the two ice tracks, this can be used to significant advantage, due to the
    amount of sliding that goes on. The right contact with the walls can actually
    speed your car up!
    
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