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    Arcade Mode FAQ by J.Phillips

    Version: 1.1 | Updated: 12/05/01 | Search Guide | Bookmark Guide

    Last updated December 5, 2001
    for the Playstation2 by Jim Phillips (jimsarcade@yahoo.com)
    Unpublished work Copyright 2001 Jim Phillips
    This document is protected by US Copyright Law, and the Berne Copyright 
    Convention of 1976.  It is for private and personal use only--it cannot be 
    reprinted in part or in whole, or reproduced in any way or in any form 
    (written or otherwise).  It is a free document that cannot be used in any 
    sort of commercial transaction, including selling it or giving it away as a 
    gift.  This FAQ cannot be referenced, altered, or used by anybody (including 
    webmasters, publishers, and magazine staff) without my express written 
    permission.  This FAQ was created and is owned by me, Jim Phillips 
    (jimsarcade@yahoo.com).  It can be found exclusively at (www.GameFAQs.com).  
    All copyrights and trademarks are acknowledged and respected that are not 
    specifically mentioned herein.
    Gran Turismo 3 A-Spec is (c) Sony and Polyphony Digital 2001.
        A. Hidden Items
        B. Cars by Class
        C. Single Player Strategies
        A. General Time Attack Strategies
        B. Track-specific Time Attack Strategies
     5. FREE RACE
     6. 2-PLAYER
        A. Overview
        B. Suggested Pairings
    Gran Turismo's Arcade Mode serves two purposes.  First, it gives newcomers a 
    chance to get into the game without having to deal with the wealth of options 
    that need to be dealt with in Simulation Mode.  This is why many veteran Gran 
    Turismo players just skip Arcade Mode altogether.  Second, it gives the game 
    replay value.  Cars in the Simulation garage can be used against other 
    players or computer opponents.  Besides, in order to achieve a 100% 
    completion score, the Single Player and Time Attack sections must be 
    completed at some point.
    The following is a list of tracks that can be raced in Arcade mode.  Track 
    areas B through F need to be unlocked.  (See "Hidden Items" in the SINGLE 
    PLAYER section for details.)  Most courses can be raced in reverse: these 
    tracks are signified with a "II" in their titles.  Tracks marked with an 
    asterisk (*) are unavailable in Single Player races.  Tracks marked with a 
    double-asterisk (**) are unavailable in 2-Player races.  All tracks are 
    available in i.Link and Free Race games.
    Area A:
       Super Speedway
       Smokey Mountain
       Swiss Alps
       Trial Mountain
       Mid-Field II
    Area B:
       Smokey Mountain II
       Tokyo Route 246
       Grand Valley
       Laguna Seca
       Rome Circuit
       Tahiti Circuit
    Area C:
       Swiss Alps II
       Trial Mountain II
       Deep Forest
       Special Stage Route 5
       Seattle Circuit
       Test Course
    Area D:
       Tokyo Route 246 II
       Grand Valley II
       Rome Circuit II
       Tahiti Circuit II
       Tahiti Maze
       Apricot Hill
    Area E:
       Special Stage Route 11
       Deep Forest II
       Special Stage Route 5 II
       Seattle Circuit II
     **Cote d'Azur
      *Complex String
    Area F:
       Special Stage Route 5 Wet
       Apricot Hill II
       Special Stage Route 11 II
       Tahiti Maze II
       Special Stage Route 5 II Wet
      *Complex String II
    Here you have the opportunity to race against five computer opponents (one if 
    you choose a rally track) with skill levels based on your choosing.  Every 
    time you win on a track at a certain difficulty level for the first time, 
    your completion percentage, which can be found under "Game Status" in 
    Simulation Mode, will increase 0.189%.  (Usually, you will notice a 0.2% 
    increase, but because of rounding, about every nine times it will only 
    increase by 0.1%)  Winning multiple races on the same track/difficulty level 
    will not affect your completion percentage.
       A. Hidden Items
    TRACKS AND CARS: Initially, 6 tracks and 51 cars are available right out of 
    the box.  However, winning races unlocks more tracks and cars that can be 
    used in Arcade Mode.  What is unlocked depends on the difficulty level 
    chosen.  (See the "Clear Status" section about a problem that can occur when 
    completing these races.)  Winning races on the "Easy" level reveals tracks.  
    Races won on the "Normal" and "Hard" levels unlock cars.  (See the "Single 
    Player Strategies" section for cars that are recommended to win these races.)  
    The following tables list what can be unlocked:
    |        Easy Level Objectives         |           Reward            |
    |  First place on all Group A tracks   |    Unlock Group B tracks    |
    |  First place on all Group B tracks   |    Unlock Group C tracks    |
    |  First place on all Group C tracks   |    Unlock Group D tracks    |
    |  First place on all Group D tracks   |    Unlock Group E tracks    |
    |  First place on all Group E tracks   |    Unlock Group F tracks    |
    |  First place on all Group F tracks   |    Unlock Ending Movie A    |
    |       Normal Level Objectives        |           Reward            |
    |  First place on all Group A tracks   |      Mazda Miata MX-5       |
    |  First place on all Group B tracks   |    Audi TT 1.8T Quattro     |
    |  First place on all Group C tracks   |         Mazda RX-8          |
    |  First place on all Group D tracks   |      Nissan Z Concept       |
    |  First place on all Group E tracks   |           RUF RGT           |
    |                                      |    TVR Tuscan Speed Six     |
    |  First place on all Group F tracks   |  Dodge Viper GTSR Concept   |
    |                                      |        TVR Speed 12         |
    |                                      |    Unlock Ending Movie B    |
    |        Hard Level Objectives         |           Reward            |
    |  First place on all Group A tracks   |  Nissan C-West Razo Silvia  |
    |  First place on all Group B tracks   |   Lancia Delta Rally Car    |
    |  First place on all Group C tracks   |   Gillet Vertigo Race Car   |
    |  First place on all Group D tracks   |    Pagani Zonda Race Car    |
    |  First place on all Group E tracks   |    Panoz Esperante GTR-1    |
    |                                      | Nissan R390 GT1 LM Race Car |
    |  First place on all Group F tracks   |   Toyota GT-One Race Car    |
    |                                      |         Mazda 787B          |
    DIFFICULTY LEVELS: When choosing to run a Single Player race, three 
    difficulty levels---Easy, Normal and Hard---are offered.  However, for those 
    who want to test their skills, there is a hidden Professional level.  To 
    access this, press L1 and R1 when you are at the level-select screen.  You 
    will notice that the "Hard" changes to "Professional" on that screen.  You 
    will race for 10 laps (5 laps on the Rally circuits) against computer 
    opponents that will make few mistakes and will race at full throttle.  Unless 
    you have an overpowered car for the class you have chosen (see "Cars by 
    Class" below), do not expect to win many races.  Nothing is unlocked for 
    winning at this level.
       B. Cars by Class
    While it appears that there are five classes of cars (C, B, A, S, Rally), 
    each class is further subdivided into a total of 10 effective classes.  The 
    following lists detail these effective classes.  They show what cars the 
    computer will use and what cars you can enter, both from the Arcade and 
    Simulation garages.  Cars marked with an asterisk (*) are available in Arcade 
    Mode by default.  Cars marked with a double-asterisk (**) are available in 
    Arcade mode but must be unlocked.  For rally races, all cars marked with an (r) 
    either already come with, or can be fitted for, dirt racing tires.
    CLASS C-
    Possible Computer Opponents
    Daihatsu Mira TR-XX Avanzato R
    Mazda Demio GL-X
    Mini Cooper 1.3i
    Suzuki Alto Works Suzuki Sports Limited
    Toyota Vitz Euro Edition
    Volkswagen New Beetle 2.0
    Allowable Cars
         Mira TR-XX Avanzato R
         Demio GL-X
      (r) *Cooper 1.3i
      (r) *Alto Works Suzuki Sports Limited
      (r)  Vitz Euro Edition
      (r)  New Beetle 2.0
    CLASS C+
    Possible Computer Opponents
    Alfa Romeo 156 2.5 V6 24V
    BMW 328ci
    Chrysler PT Cruiser
    Daihatsu Storia X4
    Honda CR-X Del-Sol SiR
    Mazda MX-5 Miata
    Mazda MX-5 Miata LS
    Mercedes-Benz SLK 230 Kompressor
    Peugeot 206 S16 
    Toyota Altezza RS200
    Toyota Celica SS-II (ST202)
    Toyota MR-S S edition
    Toyota Sprinter Trueno GT-Apex (AE86 Type I)
    Toyota Vitz RS 1.5
    Allowable Cars
      (r) *156 2.5 V6 24V
      (r)  PT Cruiser
      (r) *Storia X4
      (r)  Accord Euro R
      (r)  CR-X Del-Sol SiR
         MX-5 Miata (old)
       **MX-5 Miata (relatively new)
         MX-5 Miata 1.8 RS
        *MX-5 Miata LS
        *SLK 230 Kompressor
      (r)  Silvia K's (S13 1800cc)
         Silvia Varietta
      (r) *206 S16
      (r) *Altezza RS200
      (r)  Celica SS-II
      (r)  Celica SS-II (ST202)
      (r)  Lexus IS
      (r)  MR2 G-Limited
        *MR-S S edition
      (r)  Sprinter Trueno GT-Apex (AE86 Type I)
      (r)  Supra SZ-R
      (r) *Vitz RS 1.5
      (r)  Lupo Cup Car
    CLASS B-
    Possible Computer Opponents
    Audi TT 1.8T Quattro
    Fiat Coupe Turbo Plus
    Honda Accord Euro-R
    Honda Civic SiR-II (EG)
    Honda Civic Type R (EK)
    Mitsubishi FTO GP Version R
    Nissan 240SX Fastback Type X
    Nissan Skyline GTS-t Type M (R32)
    Opel Speedster
    Toyota Celica SS-II
    Allowable Cars
         3.2CL Type S
      (r)  Integra Type R
      (r)  RSX Type S
      (r) *TT 1.8T Quattro
      (r)  Coupe Turbo Plus
      (r)  Civic SiR-II (EG)
      (r) *Civic Type R (EK)
      (r) *FTO GP Version R
      (r) *240SX Fastback Type X
      (r)  240SX K's Aero
      (r) *Silvia K's (S13 2000cc) [Simulation model]
      (r)  Skyline GTS-t Type M (R32)
      (r) *Speedster
    CLASS B+
    Possible Computer Opponents
    Honda Integra Type R 98 spec
    Honda S2000 Type V
    Mazda RX-7 Infini III (FC)
    Nissan 240SX K's Aero
    Nissan Silvia K's (S13 2000cc)
    Nissan Silvia Spec R Aero
    Renault Clio Sport V6 24V
    Subaru Legacy B4 Blitzen
    Subaru Legacy Touring Wagon GT-B
    Toyota Celica GT-Four (ST205)
    Toyota MR2 GT-S
    Allowable Cars
         NSX (new)
         Camaro Z28
        *Integra Type R 98 spec
        *S2000 Type V
         RX-7 Infini III (FC)
      (r)  3000GT VR-4
      (r)  3000GT VR-4 Turbo
         GT-R LM Road Car (R33)
      (r)  300ZX TwinTurbo 2 by 2
      (r)  300ZX TwinTurbo 2seater
        *Silvia K's (S13 2000cc) [Arcade model]
      (r) *Silvia Spec R Aero
      (r)  Skyline GT-R Vspec (R33)
      (r)  Skyline GT-R Vspec II (R32)
      (r)  Clio Sport V6 24V
      (r) *Legacy B4 Blitzen
      (r)  Legacy B4 RSK
      (r)  Legacy Touring Wagon GT-B
      (r) *Celica GT-Four (ST205)
      (r)  MR2 GT-S
      (r)  Celica TRD Sports M
      (r)  New Beetle Cup Car
      (r)  New Beetle Rsi
    CLASS A-
    Possible Computer Opponents
    Audi S4
    Chevrolet Camaro SS
    Chevrolet Corvette Grand Sport
    Ford Mustang SVT Cobra R
    Honda NSX Type R
    Honda NSX Type S Zero
    Jaguar XKR Coupe
    Mazda RX-7 Type RS
    Mazda RX-7 Type RZ
    Mazda RX-8
    Mercedes-Benz CLK55
    Mitsubishi 3000GT VR-4
    Mitsubishi 3000GT VR-4 Turbo
    Mitsubishi Lancer Evolution IV GSR
    Mitsubishi Lancer Evolution VI GSR
    Mitsubishi Lancer Evolution VII GSR
    Nissan 300ZX Twin Turbo 2seater
    Nissan Skyline GT-R Vspec (R33)
    Nissan Skyline GT-R Vspec II (R32)
    Nissan Skyline GT-R Vspec II (R34)
    RUF 3400S
    Subaru Impreza WRX STi
    Toyota Supra RZ
    Allowable Cars
         NSX (old)
         DB7 Vantage Coupe
         V8 Vantage
      (r)  S4
        *Camaro SS
         Corvette Grand Sport
        *Corvette Z06
         Viper GTS
      (r)  Escort Rally Car
      (r)  Focus Rally Car
      (r)  Mustang SVT Cobra R
         NSX Type R
        *NSX Type S Zero
         XKR Coupe
      (r)  Delta HF Integrale Rally Car
      (r)  Elise 190
         Esprit Sport 350
         Esprit V8 SE
      (r)  Motor Sport Elise
      (r)  RX-7 Type RS
      (r) *RX-7 Type RZ
      (r)  Lancer Evolution IV GSR
      (r)  Lancer Evolution V GSR
      (r)  Lancer Evolution VI GSR
      (r)  Lancer Evolution VI GSR Tommi Makinen Edition
      (r)  Lancer Evolution VI GSR Tommi Makinen Edition stripe
      (r)  Lancer Evolution VI Rally Car
      (r)  Lancer Evolution VI RS
      (r) *Lancer Evolution VII GSR
      (r)  Lancer Evolution VII Rally Car Prototype
      (r)  Lancer Evolution VII RS
      (r)  400R
      (r)  Skyline GT-R S-tune (R32)
         C-West Razo Silvia JGTC [Simulation model]
      (r)  Skyline GT-R Vspec (R34)
      (r) *Skyline GT-R Vspec II (R34)
       **Z Concept
      (r)  206 Rally Car
      (r)  Clio Sport Race Car
         3400S [Simulation model]
      (r)  Civic Type R
         S2000 Race Car [Simulation model]
      (r)  Impreza 22B-STi Version
      (r)  Impreza Rally Car
      (r)  Impreza Rally Car prototype
      (r)  Impreza Sedan WRX STi Version VI
      (r)  Impreza Sports Wagon STi
      (r)  Impreza Wagon WRX STi Version VI
      (r) *Impreza WRX STi
      (r)  X540 Chaser
      (r)  Celica Rally Car
      (r)  Corolla Rally Car
      (r)  Sprinter Trueno GT-Apex Shigeno Version
         SuperAutoBacs Apex MR-S [Simulation model]
      (r) *Supra RZ
    CLASS A+
    Possible Computer Opponents
    Chevrolet Corvette Z06
    Lotus Elise 190
    Lotus Esprit Sport 350
    Lotus Motor Sport Elise
    Pagani Zonda C12
    Tommy Kaira ZZS
    TVR Griffith 500
    TVR Tuscan Speed 6
    Allowable Cars
      (r)  Xsara Rally Car
      (r)  Lancer Evolution VI
      (r)  Skyline GT-R R-tune (R34)
         R390 GT1 Road Car
         Zonda C12
        *3400S [Arcade model]
         Griffith 500
       **Tuscan Speed Six
    CLASS S-
    Possible Computer Opponents
    Ford Escort Rally Car
    Mitsubishi Lancer Evolution VI Rally Car
    Nissan C-West Razo Silvia JGTC
    Peugeot 206 Rally Car
    Renault Clio Sport Race Car
    Subaru Impreza Rally Car
    Toyota Corolla Rally Car
    Toyota SuperAutoBacs Apex MR-S
    Allowable Cars
       **C-West Razo Silvia JGTC [Arcade model]
        *S2000 Race Car [Arcade model]
        *SuperAutoBacs Apex MR-S [Arcade model]
    Possible Computer Opponents
    Honda Arta NSX JGTC
    Honda Castrol Mugen NSX JGTC
    Honda Raybrig NSX JGTC
    Jaguar XJ220 Race Car
    Lister Storm V12 Race Car
    Mercedes-Benz CLK Touring Car (D2 AMG Mercedes)
    Nissan Calsonic Skyline JGTC
    Nissan Loctite Zexel GT-R JGTC
    Nissan Penzoil Nismo GT-R JGTC
    Opel Astra Touring Car (Opel Team Phoenix)
    Tickford Falcon XR8 Race Car
    Toyota Castrol Tom's Supra JGTC
    Toyota Denso Sard Supra GT JGTC
    Allowable Cars
       **Viper GTS-R Concept
        *Arta NSX JGTC
        *Castrol Mugen NSX JGTC
         Raybrig NSX JGTC
         XJ220 Race Car
         XJ220 Road Car
         Storm V12 Race Car
         CLK Touring Car (D2 AMG Mercedes)
      (r)  Skyline GT-R N1 V-Spec (R34)
        *Calsonic Skyline JGTC
        *Loctite Zexel GT-R JGTC
         Penzoil Nismo GT-R JGTC
      (r) *Astra Touring Car (Opel Team Phoenix)
      (r)  Calibra Touring Car
         Zonda C12S
      (r)  CTR2
      (r)  Falcon XR8 Race Car
        *Castrol Tom's Supra JGTC
        *Denso Sard Supra GT JGTC
    CLASS S+
    Possible Computer Opponents
    Chevrolet Camaro Race Car
    Dodge Viper GTS-R Team Oreca
    Ford GT40 Race Car
    Gillet Vertigo Race Car
    Mazda 787B
    Nissan R390 GT1 LM Race Car
    Pagani Zonda Race Car
    Panoz Esperante GTR-1
    Toyota GT-One Race Car
    Allowable Cars
         Camaro Race Car
        *Corvette C5R
        *Viper GTS-R Team Oreca
         GT40 Race Car
       **Vertigo Race Car
         S2000 LM Race Car
         RX-7 LM Race Car
      (r)  FTO LM Race Car
       **R390 GT1 LM Race Car
       **Zonda Race Car
       **Esperante GTR-1
      (r)  Impreza LM Race Car
      (r)  Escudo Pikes Peak Version
      (r)  Altezza LM Race Car
       **GT-One Race Car
         GT-One Road Car (TS020)
       **Speed 12
         Diablo GT
    Rally Class
    Possible Computer Opponents
    Citroen Xsara Rally Car
    Ford Focus Rally Car
    Mitsubishi Lancer Evolution VII Rally Car Prototype
    Subaru Impreza Rally Car Prototype
       C. Single Player Strategies
    The easiest method to win all the road races is to play Simulation Mode until 
    you get a Fantasy car.  (The F090/S from the Super Speedway endurance race 
    will probably be your first one.)  Use this car to embarrass all the S+ class 
    cars the computer will use.  For the rally races, any souped-up 4WD car with 
    dirt tires should do the trick.  (A Mitsubishi FTO LM Race Car would be an 
    ideal candidate.  The major hurdle of dealing with so much power on dirt is 
    maintaining adequate control.  If you can manage that, you will smoke the 
    competition.)  However, if you want a relatively fair race and do not have 
    any decent cars in your Simulation garage, try the following recommended 
    Arcade Mode cars from whatever class you are most comfortable with:
    Class C-: ** to be determined **
    Class C+: Toyota Altezza RS200
    Class B-: ** to be determined **
    Class B+: ** to be determined **
    Class A-: ** to be determined **
    Class A+: ** to be determined **
    Class S-: ** to be determined **
    Class S: ** to be determined **
    Class S+: Mazda 787B
    Rally Class: any rally car except the Citroen Xsara
    Basically, this is the same thing as trying to obtain gold medals in the 
    license exams.  You have to beat a lap time with a specific car for each 
    track offered in this section.  Once you record the fastest time, your 
    completion percentage (shown in Simulation mode) will increase, usually by 
    0.2%.  Obtaining the fastest lap times on all the tracks will earn you a 
    Panoz Esperante GTR-1 for your Simulation garage.
       A. General Time Attack Strategies
    Study the demos.  Make sure that the wheel and accelerator/brake pedal icons 
    are enabled in Replay Options.  Memorize the timings of steering, accelerator 
    control, and braking.  Patience is key.  Focus on keeping the ghost in your 
    rear view mirror.
    If possible, complete an endurance race on a particular track and then go to 
    the equivalent Time Attack track if it exists.  After several hours in the 
    endurance races, you should have a good feel for the tracks.  It will make 
    studying the demos much easier.
    While it would appear that the demos show nearly perfect races, they are not.  
    On almost every turn, the demo cars' racing lines are relatively clean but 
    their exit speeds are not optimal.  This is extremely important when there is 
    a long stretch of road following the turn.  Look for places where you know 
    you can do a better job than the demo.
       B. Track-specific Time Attack Strategies
    The following strategies highlight turns where you can gain a significant 
    amount of time against that of the demo.  Also highlighted are turns that the 
    computer takes almost perfectly.  Those turns should be studied and mimicked.
    Mid-Field Raceway (Lotus Motor Sport Elise)
    Turn 1: The demo car takes this corner poorly.  Brake at the 50m sign and 
    concentrate on exiting the curve without skidding
    Turn 4: At the first part of a wide S-turn, the demo car brakes awkwardly 
    again, skids unnecessarily and loses time.  Just like turn 1, brake at 50m 
    and do not slide coming out.
    Turn 8: This time the demo shows a good turn here at the sharpest turn on the 
    track.  Concentrate on how the brakes are not applied until the car has stop 
    shifting its weight and apply this technique in your run.
    Trial Mountain (Mazda Miata MX-5 LS)
    Turn 7: This turn comes before the second tunnel.  The demo releases the 
    accelerator at just the right time, turns, hits the accelerator again and 
    takes a clean line without any tire squeal.  Follow its example.
    Turn 8: At the next turn after the long straightaway, brake slightly earlier 
    than in the demo.  Focus on a smooth exit: you should be at least a car's 
    width away from the rumble strips on your left at the inner-apex of the curve 
    and barely graze the strips on the right as you exit the turn.
    Turns 10-11: Turn 10 occurs at the top of a small hill.  It is a minor turn, 
    but a weight-shift makes it tricky.  Make sure that the car has finished 
    shifting its weight, preferably at the top of the hill.  Tap the brakes a 
    hair earlier than the demo and focus on exiting the turn without any sliding.
    Turn 12: This is the last turn before you reach the pit entrance.  Again, 
    stay on the far left, brake earlier than in the demo and clear the curve 
    without touching the rumble strips.
    Tokyo Route 246 (Honda S2000 Type V)
    Turn 1: After the long initial stretch, stay to the far left and brake when 
    you see the red and white Toyota ad barriers (the ones just before the yellow 
    Bosch ads at the end of the straightaway) touch the right edge of the screen.  
    Turn and accelerate hard so that you miss the right barrier and just graze 
    the strips on your left as you exit.
    Turn 8: The demo car does a good job with this turn.  After exiting the minor 
    chicane, brake slightly the moment you see the upcoming right turn.  Let go 
    of the brake and hit the accelerator.  Do not let off the gas for a moment 
    Turn 12: The last turn in this narrow cattle-chute requires careful braking.  
    Brake just enough so that you can exit the turn cleanly.  The demo car slides 
    a little, losing some time.
    Turn 13: Focus on exit speed on this 180-degree turn.  Brake slightly later 
    than the demo car; you may wind up taking the turn a hair wider.  As you just 
    enter the straightaway, you should be able to beat the demo's exit speed by 
    about 5 mph.  This becomes significant considering now long it is to the 
    finish line.
    Deep Forest (Nissan Skyline GT-R V-spec II R32)
    Turn 1: The demo car needs to keep off the accelerator too long in order to 
    exit this 180-degree turn.  Brake when you reach the rumble strips on your 
    right.  Take the turn so that your tires graze the strips on your left at the 
    inner-apex of the curve: feathering the gas as necessary.
    Turns 9-10: Copy the demo as closely as possible exiting the second tunnel.  
    Ease off on the accelerator, make the turn and hit the gas once you are able 
    to take these two turns cleanly as if they were one.  Avoid the rocks at the 
    end of turn 10 on your right at all costs.
    Turn 13: The demo car brakes too late, hurting its exit speed as it exits the 
    last tunnel.  Try to hit the brakes about 1-2 tenths of a second before the 
    demo car does.
    Turn 15: At the last turn of the track, let go of the accelerator at about 
    the same time as shown in the demo, but turn the wheel about one-tenth of a 
    second earlier.  Hit the gas when it will help force the car into a straight 
    exit out of this last turn.  Precious tenths of seconds can be made up here.
    Laguna Seca Raceway (Dodge Viper GTS-R Concept)
    Turn 1: Follow the demo in this 180-degree turn.  Brake when you reach the 
    rumble strips on the left, turn keeping the car riding along the inner edge 
    of the curve, and accelerate as soon as you can safely exit.  Remember to get 
    to the left side of the road quickly to prepare for...
    Turn 2: After exiting the first turn, unlike the demo car, try to graze the 
    strips on the inside of the curve to your left.  In some cases, dragging your 
    right tires on the strips while turning can help the car get a better exit 
    Turn 5: On this mild left turn before approaching the corkscrew, try not to 
    throw the car off-balance by having almost the entire car jump over the 
    strips on the left side of the road like the demo car does.  You can get away 
    with grazing those strips, which will most likely cause your car to graze the 
    edge of the road on the right as you exit.
    Turn 6: The infamous corkscrew.  By keeping the car at just under 50 mph at 
    the crest, the demo car cannot accelerate until it clears the turn.  Get your 
    car down to 35-40 mph at the crest, turn the car so you can exit downhill in 
    a straight line and hit the gas.  You will be able to exit the curve at up to 
    10 mph faster than the demo car.
    Turn 9: The demo shows a near-perfect line for the final curve of the course.  
    Mimic its actions.  With the long straightaway to the finish line, you cannot 
    afford to make a mistake on this turn.
    Apricot Hill (Toyota Tom's Castrol Supra JGTC)
    Turns 1-2: The demo car brakes before the car's weight stops shifting exiting 
    turn 1, resulting in a less-than-ideal entry into the second turn.  If you 
    wait for the car to stabilize--it occurs about one-tenth of a second after 
    the demo car braked--you should be able to beat the demo car to the first 
    checkpoint by two to three tenths of a second.
    Turn 8: While it may appear that the demo car brakes too early at this 
    hairpin curve, it does so to maximize exit speed.  Do the same thing.
    Turn 11: By hitting the accelerator a hair late, the demo wastes about one-
    tenth of a second in this curve before the chicane.  Tap the brake, release, 
    turn, then hit the gas.  Just make sure to stay on the left side of the road 
    after you exit to prepare for the upcoming turns.
    Grand Valley Speedway (Honda Castrol Mugen NSX JGTC)
    Turn 5: The demo car brakes a bit too early in the second hairpin.  Brake 
    when your car reaches the rumble strips on your right.  Let go of the brakes 
    and turn so your car can make a clean exit with full acceleration.  You may 
    need to feather the gas for half a second while turning to get the car 
    pointed in the right direction.
    Turn 8: The demo shows textbook cornering here in this curve before entering 
    the first tunnel.  Stay to the right, hit the brakes, turn and accelerate as 
    you almost touch the strips on the inside of the curve.
    Turn 9: Coming out of the first tunnel, the demo car does not brake hard 
    enough and must feather the gas to get a clean exit.  Hit your brakes a 
    fraction longer than in the demo, then hit the accelerator hard after you 
    Turn 13: This is the exit of the chicane towards the end of the course.  The 
    demo car hits the brakes to get a good turning angle.  All you need to do is 
    let go of the accelerator to turn, saving valuable time since you will not 
    need to brake for the rest of the course.
    Swiss Alps (Subaru Impreza Rally Car prototype)
    Turn 4: The first part of the wide S-curve before the bridge is the best 
    opportunity to significantly gain on the demo car's time.  Simply don't let 
    up on the accelerator through this turn.  For all other turns, the demo shows 
    very effective turning strategies.
    Tahiti Maze (Mitsubishi Lancer Evolution VII Rally Car)
    Turn 8: This is a long left turn between the first two sets of grouped 
    hairpin curves.  The demo car lets go of the accelerator before turning, 
    losing valuable time.  Just turn slightly earlier than in the demo while 
    turning hard-left.  You should not even come close to the right barrier as 
    you exit.
    Turn 9: The demo car brakes too hard and turns too late entering the second 
    group of hairpins.  Keep the nose of the car pointed at the barrier on the 
    inner-apex until you are just about to exit the turn.  This will set you up 
    for a faster exit out of the next curve.
    Turn 15: This is the first turn of the last group of hairpins.  The demo 
    brakes at the right time, but is late getting on the accelerator.  Mimic the 
    braking action, but this time let go of the brake, turn, and hit the gas 
    hard.  Keep the car parallel with the exit lane.
    Turn 18: This is the demo car's best turn, occurring just before leaving the 
    dirt part of the track.  Mimic its braking, turning, and accelerating 
    sequence exactly.
    Turn 21: Try to avoid skidding at all possible with this wide 180-degree turn 
    on the paved surface.  Brake early and feather the accelerator if you feel 
    the car is about to slide.  Make sure to exit this curve on the right side of 
    the road: you will not be able to avoid the upcoming left turn's barrier if 
    you do not.
    Complex String (RUF RGT)
    Turn 1: Graze the strips of the inner apex of this turn.  You can gain 0.5 
    seconds on the demo time on this one turn alone.
    _The Mini-Esses_ (turns 2-11): You really don't need to let go of the 
    accelerator at all if you do this perfectly.  Remember to start your turn 
    before you reach each curve, usually when you car reaches the rumble strips 
    of the curves.  You should be turning into the cones well before you actually 
    approach them.  Try to come out of the last curve in a straight line, not 
    turning.  You can gain one second or more here.
    _The Squares_ (turns 13-22): Unlike the mini-esses, do not use the cones as a 
    guide.  You will fail even if you do not touch them: the RGT can fit between 
    the curves and the cones.  Try not to let you outer-tires touch the strips.  
    Make sure that you accelerate out of each turn, usually before you reach 
    their apexes.  Proper exit speed out of the last turn is crucial.  You will 
    most likely lose time here if you do not mimic the demo.
    _The Loops_ (turns 26-32): Just like in the demo, the correct line has your 
    tires graze the inside of the curves at all times.  Continually adjust the 
    throttle and steering wheel when necessary to keep that line.  Time will be 
    lost, not gained, in this series of turns: follow the demo car's lead.
    _The Valleys_ (turns 33-39): The demo car takes the first blind curve poorly.  
    Brake just before reaching that curve, turn before hitting the top of the 
    hill, and concentrate on exiting while preventing the car's momentum from 
    forcing the car to skid and drift to the right.  This will give you at least 
    0.5 seconds over the demo.  For the rest of the turns in this series, mimic 
    the demo.
    Turn 40: The hairpin following _The Valleys_ is another place to gain some 
    time on the demo car.  Graze the inner apex of the curve for the entire 
    length.  Expect to get 0.25-0.50 seconds this way.
    5. FREE RACE
    This part of Arcade mode allows you to race whatever car you like, both from 
    the Arcade and Simulation garages, on whatever track you like, so long as it 
    has been unlocked.  (See the SINGLE PLAYER section for details about 
    unlocking cars and tracks.)  Here you have the chance to hone your skills on 
    certain tracks without worrying about other cars.
    You are given a running start.  From the second lap on, you race against the 
    ghost of your fastest lap.  Unlike Time Attack, your car, not your name, 
    shows up on the leader board.
    Saving replays is different in this section compared to all the other 
    sections.  Instead of saving the replay of the entire time you were driving, 
    you can only save the fastest lap you had during your run.
    6. 2-PLAYER
       A. Overview
    You and a human opponent can test your skills in this part of Arcade mode.  
    This part more than any other offers the most replay value for Gran Turismo 
    3.  You and your opponent can use any available car from the Arcade garage 
    (see "Hidden Items" for cars that need to be unlocked) or the Simulation 
    garage.  Players can race these cars on any available tracks (see "Available 
    Tracks" for courses that need to be unlocked).  Handicaps and laps raced are 
    determined by the settings in "Options."
       B. Suggested Pairings
    To guarantee completely fair races, you can race against each other with the 
    exact same cars.  However, replays are usually more interesting and 
    informative with two different types of cars.  The following lists are 
    suggested pairings of cars from which to choose.  If one person picks a car 
    from one list, the opponent should choose another one from that list.  For 
    now, the pairings are obvious (e.g. the NSX's), but future revisions will 
    expand and/or consolidate the lists after cars have been thoroughly tested.  
    S-class cars will be the focus of this section.  If time permits, a study of 
    A-class cars may be done as well.
    Honda Arta NSX JGTC
    Honda Castrol Mugen NSX JGTC
    Honda Raybrig NSX JGTC
    Nissan Calsonic Skyline JGTC
    Nissan Loctite Zexel GT-R JGTC
    Nissan Penzoil Nismo GT-R JGTC
    Toyota Castrol Tom's Supra JGTC
    Toyota Denso Sard Supra GT JGTC
    ** Expanded list forthcoming **
    7. Clear Status
    This is a graphical representation of the races you have won and the cars 
    that have been unlocked in the Single Player section.  This should be used as 
    a reference when trying to unlock the cars and tracks in Arcade mode.
    However, you need to be careful if you skip difficulty levels.  If you 
    complete a race on "Normal", the screen will show that you have completed 
    both the "Easy" and "Normal" levels for that track.  Going straight to "Hard" 
    will cause the screen to indicate that you have completed all of that race's 
    difficulty levels.  The following problem can occur: in one area, you 
    complete some tracks on "Normal" and some on "Hard."  The screen will 
    indicate that you unlocked the "Normal" level car(s) for that area, but if 
    you go to the Arcade garage, it(they) will not be there.  You will have to go 
    back to the track(s) that you did on "Hard" and rerace them on "Normal."  To 
    avoid this you should do all the races for each area one difficulty-level at 
    a time.
    When you first turn on the PS2, the information on memory card #1 is 
    automatically loaded.  When you race any track in arcade mode and choose a 
    car from the Simulation garage, the cars on memory card #1 are available to 
    be raced.  If you have another memory card with a different collection of 
    cars that you want to use, simply put that card in slot one or two, go to 
    "Load Garage" and select the appropriate card.  Only one card's garage can be 
    active at any time: you cannot race cars from card against cars from another.
    9. i.LINK
    i.Link races are similar to 2-player races, except that now up to six players 
    can race against each other at one time.  (As an added bonus, an i.Link race 
    is the only way players can compete against each other on the Cote d'Azur  
    circuit.)  There are some limitations however:
     - Only one person per TV/PS2 is allowed to play at one time
     - Each PS2 must have a copy of GT3 running
     - Cars from simulation garages cannot be used
     - Replays cannot be viewed after races
    Unfortunately, you will not be able to race against four friends on two TV's.
    (The most probable reason for the limitation to arcade garages is a matter of 
    time.  Each memory card would have to be read for all linked machines and all 
    settings would have to be transferred to all the machines: a potentially 
    lengthy process.  Memory could also play a factor as well: all of this info 
    could disrupt game performance.  These are just theories, though.)
    For two player i.Link races, you will need to connect one 4-pin to 4-pin 
    i.Link or IEEE1394 (firewire) cable to the port on the front of each PS2.  
    For more than two players, and/or to have one TV act as a "Live Look In" 
    (explained later), you will need a 6-port i.Link/firewire hub and a 4-pin to 
    6-pin cable for each PS2.
    The maximum number of players is determined by the default starting gird.  Up 
    to six players can race against each other on tarmac tracks.  On the wet 
    tracks up to four players can race at one time.  Finally, on rally tracks, 
    only two players may race at any given time.  The starting grid is determined 
    by the order that each PS2 is connected to the hub.  The first person to 
    attach to the hub will get the pole position, and each successive attached 
    PS2 will be one starting place lower.
    Ideally, all players should have all the tracks and cars unlocked in Arcade 
    mode.  If this is not the case, certain players will be limited to what is 
    available on their memory card.  If a race is started on an unlocked track, 
    any player who has yet to obtain that track will not be able to join the 
    race.  To a lesser extent, the same thing occurs for players who have yet to 
    unlock some of the hidden cars in Arcade mode.  While they will still be able 
    to participate in the race (providing they unlocked the selected track) they 
    will only be able to choose the cars from their Arcade garage.
    As an option, you can set one TV as a "Live Look In" feed.  (Unfortunately, 
    this does nothing for the players who are racing, especially since post-race 
    replays are unavailable.  However, if there are others who are just watching 
    the races, this is a great feature to get everyone involved.)  At the startup 
    screen, simply choose to watch the race instead of participate in it.
    Updated all cars by class
    Tested all cars for dirt tires
    Updated the _Rally Cars_ section
    Added the Nomad Diablo GT to car list
    Updated the _i.Link_ section
    First public submission.
    So many updates, too many to mention.
    Arcade FAQ created.
    Only minor formatting created.
    _GameFAQs_ (http://www.gamefaqs.com) for providing THE central location for 
    videogame information.
    _IGN_ (http://www.ign.com) for their strategy guide.  Their car list made it 
    possible for me to know how many cars are actually available and where I 
    could win them.  Also, a special thanks for unlocking the Nomad Diablo GT for 
    SharkPort owners (and their friends) everywhere to enjoy!
    _Gran Turismo Forums_ (http://forum.granturismo.com) for providing a great 
    place to get answers from many experienced GT3 players. Information from a 
    variety of users on that board was invaluable for the i.Link section.
    _Chris MacDonald (a.k.a. KMegura)_ whose copyright statement I borrowed for 
    the guide.
    Unpublished work Copyright 2001 Jim Phillips

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