___   _   _ _____ ____     __  _______  ____  ____ _    _   ____ ____ ___
   / _ | / / / /_  __/ __ \   /  \/  / _  \/ __ \/ ___/ /  / / /_  _/  __/ _ |
  / __ |/ /_/ / / / / /_/ /  / /\_/ / /_/ / /_/ / __// /__/ /___/ /__\ \/ __ |
 /_/ |_|\____/ /_/  \____/  /_/  /_/\____/_____/____/____/____/____/___/_/ |_|
  
                           - M a i l  A r c h i v e -
------------------------------------------------------------------------------
---------------------------------------
auto modellista for PlayStation 2 (PS2)
developed and published by Capcom Entertainment Inc.
auto modellista mail archive by Politik [politik@bellsouth.net]
currently version final - 43,626 characters w/spaces

2 players 
memory card (for PS2) - 240kb
analog control
vibration function
online: ethernet broadband required
network adaptor (PS2) - 8 players

rated EVERYONE by the ESRB
game experience may change during online play
------------------------------------------------------------------------------
---------------------------------------
table of contents:
---------------------------------------
00.00 - version history -

01.00 - warning -

02.00 - legal and contact information -

03.00 - introduction -

04.00 - auto modellista mail archive -

        04.10 - tuning -
 
        04.20 - driving skills -

        04.30 - course hint -
 
        04.40 - others -

05.00 - credits -

[note:] use the ctrl + f feature to find a specific section of the guide.
------------------------------------------------------------------------------
---------------------------------------
00.00 - version history -
---------------------------------------
version 0.25 - 04.23.2003
Today was my first day on the FAQ. I started and completed the tuning part of 
the archive, which amounts to about 25% of the guide total. Warning and 
legal/contact information were completed as well, simply the ones from my GTA: 
VC guide with slight modifications and updates. TOC and game/guide information 
section completed as well. Also did a first version of the ASCII title, which I 
may change later if I see the need to do so. I have also submitted the guide 
for the first time in hopes that it will be accepted and therefore provide me 
with some further incentive to continue. That's it for today. More possibly 
this weekend if I find the time. Ciao.

version 0.50 - 04.26.2003
Worked on the guide part of yesterday and completed the driving skills section 
today. This brings the guide to roughly 50% completion, lacking only the course 
hint and others mail sections, which is the smallest of the mail sections. In 
all likelihood, I will have completed this guide by early next week, provided 
my teachers don't load me down with extra assignments in an attempt to finish 
everything on their itineraries by the end of the year. Anyways, once I have 
completed this guide, I'll allow about a week for people to email me with 
anything I missed before I change it to the final version (although I'm fairly 
sure I'll get everything). Once I've completed this project, I'll work on my 
next guide for the game, a vehicle database (which will hopefully answer many 
of the questions on the message board). All right, that's it for today. Ciao.

version 0.75 - 08.06.2003
Sorry that took so long. SOCOM 2 was announced and then I went on a hella long 
vacation so I really kinda forgot about this thing. Today I worked on and 
finished the course hint section of the guide. Now my little FAQ is about 75% 
complete. I will try and finish this guide tomorrow (provided nothing crazy 
happens to stop me from doing so). In light of SOCOM 2 coming out soon, I won't 
have time to write the vehicle database I promised in the last update. Sorry to 
disappoint you few people who care. SOCOM 2 simply is far more important than 
AM. Ciao.

version final - 04.09.2004
That took me long enough didn't it? ;)
------------------------------------------------------------------------------
---------------------------------------
01.00 - warning -
---------------------------------------
This walkthrough contains minor spoilers of the game, as some of the mails must 
be unlocked through gameplay. If you wish to play through the game entirely 
unspoiled, I suggest you do not use this guide. If you don't mind a few 
extremely minor spoilers, then by all means, make use of this guide. If you 
read the guide and it's contents somehow spoil the game for you, I am not to be 
held responsible. If the game is ruined for you through spoilers, it is your 
problem, not mine. Any problems you have with the game or it's content are not 
my problem and should be taken up with the developer or publisher of the game, 
I am not accountable for these problems. Furthermore, I am not responsible for 
any glitches, defects, etc. in the game. Well, that's all the warning I have 
for now.
------------------------------------------------------------------------------
---------------------------------------
02.00 - legal and contact information -
---------------------------------------
This walkthrough is the property of the author and the author alone. It is for 
private use only. If you wish to post a copy of this guide on your site or 
other publication, internet based or otherwise, you must gain the permission of 
the author via email. This guide may not be distributed without explicit 
permission from the author of the guide. You can, of course, print out this 
document without the author's permission so long as it is not distributed for 
profit (or non-profit purposes). If you want to use this guide on your website, 
email the author and include a link to the site. This guide is currently only 
allowed to be posted on the approved, non-profit sites listed here:
http://www.gamefaqs.com
http://www.goldfiles.com
http://www.neoseeker.com

If you find it anywhere besides the sites listed above, please contact the 
author of the guide at politik@bellsouth.net and include a link to the 
unauthorized site posting the guide. I will deal with any sites posting illegal 
copies of the guide as quickly as possible.

Contact me if:
You want to inform me of a mistake (spelling, grammar, info, etc).
You want to inform me about something I missed.
You want to inform me about a legal violation.
You want to give suggestions about the guide.
You want to contribute to the guide.

Don't contact me if:
You have a question about something that may be in the guide.
You want to send hate mail.
You like to send viruses, porn, spam, and things like that.

Long story short, read the guide before sending anything and send only things 
related to the game. Also, if you want me to open the email you send, include 
'Auto Modellista Mail Archive' in the subject header. If you don't include 
that, I won't even look at the email twice before deleting it.

Email - politik@bellsouth.net

MSN Messenger - If you really want to use this, contact me on email first.

AIM Messenger - Same protocol as with MSN Messenger
------------------------------------------------------------------------------
---------------------------------------
03.00 - introduction -
---------------------------------------
Auto Modellista is an online arcade/sim racer for the PlayStation 2 console. It 
is Capcom's first attempt at a racing game and features cel-shaded graphics, 
piss poor physics, and online play. In the main mode of the game, Garage Life, 
there is a section called mail. In this section is a collection of files that 
contain many bits of very useful information for those who are novices in the 
racing world and for those who just need a little help. A lot of the mail is 
unlocked by completing various races in the game. Others come when you get a 
new type of car and some even are there from the beginning. 

Now, since this mail feature of the game is inaccessible when racing or tuning 
cars in the game, I thought it might be a good idea to make a version of it 
that could be printed out and used while you worked with the various aspects of 
the game. This archive is simply an online version of the in-game mail with the 
purpose of making your life that much easier. For the more serious players, it 
could even provide them with a sort of study guide so that they can more easily 
master the game. Whatever the purpose, I have written it and its here. Hope you 
find some use for it. Enjoy.
------------------------------------------------------------------------------
---------------------------------------
04.00 - auto modellista mail archive -
---------------------------------------

Ok this is the big main section of the guide. It is divided in to 4 sections, 1 
for each category of mail in the game. The first section, tuning, generally 
gives information about car types, how to tune them, and how different types of 
tuning affect the car. The second section, driving skills, gives useful tips on 
good techniques to use on the various courses of the game. The third section, 
course hint, gives yet more tips on how to specifically navigate through the 
courses and tells you about any particular trouble areas of the tracks. The 
fourth and final section, others, has good bits of miscellaneous information 
about the game and its workings. Make note that all mail is taken from the mail 
section of the Garage Life mode of the game. I do not take any credit for the 
information in the mail.

A dividing line separates the mails in each section so you can easily tell 
where one mail ends and the next begins. Each mail has a three-item header 
consisting of a mail group, a subject, and a mail number. The group heading 
allows you to easily associate that mail with other mails that deal with the 
same general topic. The subject heading allows you too see what exactly the 
mail deals with topic-wise. The number heading (abbreviated no.) does just what 
it says; it gives the mail a number. For a visual, all mail in the guide will 
be archived in the following format:

          ------------------------------------------------------------

group -   mail group 
subject - mail subject 
no. -     mail number

                                 - mail body -

          ------------------------------------------------------------

So now that you know how it will all work, I'll shut up and get to the archive, 
which I'm guessing you came here to read. :P

                    ----------------------------------------
                               04.01 - tuning -
                    ----------------------------------------

          ------------------------------------------------------------

group -   FF Cars
subject - What is FF?
no. -     001

FF stands for Front Engine, Front Drive. Their design allows for plenty of 
cabin space, and is often used in 4-door sedans. FF cars are front heavy, since 
their engines and other main transmission parts are loaded under their hoods. 
However, they display excellent driving stability, since their front tires pull 
their bodies.

          ------------------------------------------------------------

group -   FR Cars
subject - What is FR?
no. -     002

FR stands for Front Engine, Rear Drive. As the name suggests, the front 
engine's power is transmitted to the rear tires through a long propeller shaft. 
This allows for relatively good weight distribution throughout the car. 
Recently many high performance cars have begun to employ this system, including 
sports/sporty cars and luxury sedans.

          ------------------------------------------------------------

group -   MR Cars
subject - What is MR?
no. -     003

MR stands for Midship Engine, Rear Drive. The engine is located just behind the 
seats, in front of the rear tires. No space is wasted due to the engine's close 
proximity to the drive wheels, making MR cars lighter in weight. The weighty 
parts these cars do possess are centered around the engine, providing MR cars 
with superior balance. Many sports cars employ this layout.

          ------------------------------------------------------------

group -   4WD Cars
subject - What is 4WD?
no. -     004

4WD stands for 4 (four) Wheel Drive. Just as the name says, the engine's power 
is directed to all four wheels. Used in military vehicles, this system exceeds 
all others in traction. 4WD cars excel in adverse weather and on rugged 
terrain.

          ------------------------------------------------------------

group -   FF Cars
subject - Characteristics of FF Cars
no. -     005

Offering easy control and high stability, FF cars are perfect for beginners. 
However, since the drive wheels are located in the front, there is a shortage 
of traction when the car accelerates due to the shifting of weight towards the 
rear. The front tires and brakes also sustain a lot of wear due to the burden 
of the engine.

          ------------------------------------------------------------

group -   FR Cars
subject - Characteristics of FR Cars
no. -     006

FR cars are relatively easy to handle and corner well. They are also good at 
drifting, making them ideal for intermediate drivers. When cornering, drivers 
can control the direction of these cars through proper acceleration. These cars 
offer a comfortable feel when driving.

          ------------------------------------------------------------

group -   MR Cars
subject - Characteristics of MR Cars
no. -     007

MR cars excel at both traction and cornering. They can turn sharply, and drift 
easily. Since their cornering limit values are set high, they have a tendency 
to suddenly veer into the inner track when exceeding that value. MR cars are 
unstable and difficult to handle, making them fit for advanced drivers.

          ------------------------------------------------------------

group -   4WD Cars
subject - Characteristics of 4WD Cars
no. -     008

4WD cars are not only stable, but difficult to drift making them apt for 
beginners. However, it takes a high degree of skill to fully use all their 
abilities. Since their engine power is directed to all four wheels without any 
waste, these cars excel at climbing hills and are not easily hampered by 
changing surface conditions. 4WD cars can offer stability in any situation.

          ------------------------------------------------------------

group -   FF Cars
subject - How do I drive fast with FF?
no. -     009

Drifting is all but unnecessary. To improve your speed, grip is key. When 
rounding corners, acceleration tends to push the car to the outer side of the 
track. If you decelerate, the car's weight will shift forward and the car will 
quickly veer to the inner side. This is called "tuck in", and is a common 
technique used with FF cars. FF cars are good at navigating corners, but in 
general can't handle inclines well.

          ------------------------------------------------------------

group -   FR Cars
subject - How do I drive fast with FR?
no. -     010

You can control how far your tail slides on corners by pressing and releasing 
the accelerator. Of course the route you take through corners is also 
important, but it is necessary to control your car with the accelerator. The 
faster you accelerate while going straight, the more weight will be transferred 
to the rear, allowing stable acceleration.

          ------------------------------------------------------------

group -   MR Cars
subject - How do I drive fast with MR?
no. -     011

MR cars offer excellent handling and quick response. However, since they have a 
lot of weight in the rear, their tires are prone to lose their grip, which can 
make cars difficult to control. It is essential to always use the accelerator 
with caution.

          ------------------------------------------------------------

group -   4WD Cars
subject - How do I drive fast with 4WD?
no. -     012

4WD cars offer efficient acceleration and recover superbly from corners. When 
rounding corners, accelerating gradually pushes the car to the outside, while 
decelerating causes the car to turn toward the inside. However, the effect is 
very mild so you should control you position with the steering wheel, reduce 
you speed when approaching corners, turn the steering wheel, and then 
accelerate at full throttle.

          ------------------------------------------------------------

group -   Basic Knowledge
subject - What is NA?
no. -     013

NA stands for Natural Aspiration, and refers to cars that use only their 
engine's power without the help of turbo or other such turbines. They can be 
considered non-turbo cars.

          ------------------------------------------------------------

group -   Basic Knowledge
subject - What is Turbo?
no. -     014

Turbo is a device that raises the efficiency of an engine. It turns a turbine 
using exhaust pressure, while the compressor on the same axle raises the 
pressure of the air - fuel mixture and forces it into the engine. Since engines 
need to be built larger to increase in power, this device is used to attain 
high output from small engines.

          ------------------------------------------------------------

group -   Basic Knowledge
subject - Turbo Performance
no. -     015

By sending even more air - fuel mixture into a normal engine's cylinders, turbo 
devices cause engines to produce 120 - 150% their normal power. Turbo engines 
obtain higher power than NA engines with the same amounts of exhaust.

          ------------------------------------------------------------

group -   Basic Knowledge
subject - Clutch and RPMs
no. -     016

The engine's RPM level is closely related to gear changes. In order to maintain 
high RPMs, it is mandatory to change gears when rounding corners as well. Since 
engine power is lost when RPMs are low, it is important to change gears 
accurately when driving cars with manual transmissions.

          ------------------------------------------------------------

group -   Changing Parts
subject - Changing Tires
no. -     017

A car's gripping ability and controllability largely depends on the type of 
tires it uses. Each tire has it's own special features, providing different 
levels of performance on various surfaces and in various weather. Radial tires 
are appropriate for public roads, whereas slick tires are ideal for circuits.

< Course and Tire Suitability >

Rokko Hill: Street Tires
Akagi Hill: Sports Radial
West Tokyo: Street Tires
East Tokyo (fine): Street Tires
East Tokyo (rain): Sports Radial
Osaka Highway: Street Tires
Suzuka: Slick
US Speedway: Slick
US Dirk Track: Sports Radial

          ------------------------------------------------------------

group -   Changing Parts
subject - Changing Suspension
no. -     018

Be aware of the following when changing your car's suspension. Suspension 
systems with high spring rates cause cars to shift less and to grip the road 
better. Low spring rates allow weight to shift more easily, causing major 
changes in handling and allowing cars to drift more freely.

          ------------------------------------------------------------

group -   Changing Parts
subject - Changing Mufflers
no. -     019

Exhaust efficiency and engine performance can be increased by changing a car's 
muffler. Street mufflers respond well, and can produce high torque at low RPMs, 
leading to fast acceleration. Racing mufflers produce peak power at high RPMs, 
making them apt for high speeds.

          ------------------------------------------------------------

group -   Tuning
subject - Computer Tuning Lv. 1
no. -     020

Tuning a car's computer allows you to utilize a car's dormant engine power. You 
can now slightly increase engine power through light tuning! (Computer tuning 
should accompany engine tuning, and does not have much effect when performed 
alone.)

          ------------------------------------------------------------

group -   Tuning
subject - Computer Tuning Lv. 2
no. -     021

Tuning a car's computer allows you to utilize a car's dormant engine power. You 
can now significantly increase engine power through moderate tuning! (Computer 
tuning should accompany engine tuning, and does not have much effect when 
performed alone.)

          ------------------------------------------------------------

group -   Tuning
subject - Computer Tuning Lv. 3
no. -     022

Tuning a car's computer allows you to utilize a car's dormant engine power. You 
can now maximize engine power through full tuning! (Computer tuning should 
accompany engine tuning, and does not have much effect when performed alone.)

          ------------------------------------------------------------

group -   Changing Parts
subject - Changing Brakes
no. -     023

Changing brakes affects the ease of control when braking, and the braking 
distance. Street tuning is suitable for public roads that have ridges and such 
where control is needed. Race tuning is appropriate for circuits where braking 
distance is important.

          ------------------------------------------------------------

group -   Changing Parts
subject - Changing Turbines
no. -     024

Tuning turbines raises the capacity of air - fuel mixture, increasing output 
and raising performance. Bolt-on turbos have good responses, produce high 
torque at low RPMs, and are fit for acceleration. Full turbines produce peak 
power at high RPMs, and are fit for achieving maximum speeds.

          ------------------------------------------------------------

group -   Changing Parts 
subject - Changing Final Gears
no. -     025

Changing gears completes the process that determines whether a car is 
acceleration oriented or high-speed oriented. Low-geared types improve 
acceleration, while high-geared types increase maximum speeds.

          ------------------------------------------------------------

group -   Weight Reduction
subject - Weight Reduction Advice Lv. 1
no. -     026

By reducing a car's weight, you can increase its performance. You can now make 
light reduction of your car's interior design and equipment. Now you are able 
to carry out minor weight reductions!

          ------------------------------------------------------------

group -   Weight Reduction
subject - Weight Reduction Advice Lv. 2
no. -     027

By reducing a car's weight, you can increase its performance. You can now 
perform stripping and improve various section of your car in order to reduce 
large amounts of weight!

          ------------------------------------------------------------

group -   Weight Reduction
subject - Weight Reduction Advice Lv. 3
no. -     028

By reducing a car's weight, you can increase its performance. You can now 
change your car's glass to acrylic glass and your doors to FRP or Carbon-made 
lightweight doors. Now you can carry out maximum weight reductions!

          ------------------------------------------------------------

group -   Settings
subject - Suspension Settings
no. -     029

You can adjust your car even further by changing its suspension settings. The 
farther to the left the status is, the easier the car handles curves and 
accelerations. The farther to the right it is, the more stable it is at high 
speeds, which is advantageous for long straight stretches. 

          ------------------------------------------------------------

group -   Settings
subject - Brake Settings
no. -     030

You can adjust you car even farther by changing its brake settings. The lower 
the value, the harder it is to stop, but the more control you will have. The 
higher the value, the easier it is to stop, but the more difficult it is to 
control. Choose which setting is best for you, your car, and the course.

          ------------------------------------------------------------

group -   Settings
subject - Final Gear Settings
no. -     031

You can adjust your car even further by setting its final gear ration. High 
gear ratios increase acceleration, while low ratios increase maximum speeds.

          ------------------------------------------------------------

group -   Tuning
subject - Engine Tune-Up Advice Lv. 1
no. -     032

You can increase your car's power by performing an engine tune-up. You can now 
perform an N1-specification overhaul tune-up!

          ------------------------------------------------------------

group -   Tuning
subject - Engine Tune-Up Advice Lv. 2
no. -     033

You can increase your car's power by performing an engine tune-up. You can now 
perform a head tune-up!

          ------------------------------------------------------------

group -   Tuning
subject - Engine Tune-Up Advice Lv. 3
no. -     034

You can increase your car's power by performing an engine tune-up. You can now 
perform a full tune-up!

          ------------------------------------------------------------

group -   Tuning
subject - Engine Tune-Up Advice Lv. 4
no. -     035

You can increase your car's power by performing an engine tune-up. You can now 
perform an exhaust increase or tune-up your triple rotor!

          ------------------------------------------------------------

group -   Tuning
subject - Engine Tune-Up Advice Lv. 5
no. -     036

You can increase your car's power by performing an engine tune-up. You can now 
perform a tune-up on a competition-use engine!

          ------------------------------------------------------------

group -   Tuning
subject - Using Easy Tune-Up
no. - 37

With easy tune-up, all you have to do is choose your course, your engine power 
(acceleration or max speed), and grip or drift, and the computer will complete 
the tune-up.

          ------------------------------------------------------------

                    ---------------------------------------
                            04.20 - driving skills -
                    ---------------------------------------
                                
          ------------------------------------------------------------

group -   Cornering Knowledge
subject - Clipping Point
no. -     001

This refers to the "in" part of "out-in-out". In other words, the point where 
the car is closest to the inner edge of a corner (not necessarily the center of 
a corner).

          ------------------------------------------------------------

group -   Cornering Knowledge
subject - Out-In-Out Description
no. -     002

This is the basic approach to corners. In order to perform the most gentle turn 
nearest to a straight line, enter a corner from the outer side, pass the 
clipping point, and exit on the outer side. Instead of completely decelerating, 
brake only at the beginning. This will give you the power to turn (cornering 
force).

          ------------------------------------------------------------

group -   Cornering Knowledge
subject - Out-In-Out Principle
no. -     003

The more a car's steering wheel is turned, the more speed it loses. That means 
that one should have the straightest route possible when rounding a corner in 
order to keep speed loss to a minimum. This route is called "out-in-out", and 
is known for it's gentle turn and allowance for easy acceleration after being 
executed.

          ------------------------------------------------------------

group -   Cornering Knowledge 
subject - Slow In Fast Out
no. -     004

By braking drastically before entering a corner, you will be able to accelerate 
while rounding the corner and recover quickly. This process is referred to as 
"slow in fast out".

          ------------------------------------------------------------

group -   Cornering Knowledge
subject - Corner Routes 
no. -     005

The basic route through corners is "out-in-out". However, this approach does 
not work for all corners. If two corners are lined up one after the other, it 
would be meaningless to navigate through the first one safely only to get hung 
up on the second. Rather than sticking to corners, concern yourself with how 
fast you should drive through the course.

          ------------------------------------------------------------

group -   Cornering Knowledge
subject - Under/Over Steering
no. -     006

Under steering refers to the situation when the front of a car slides more than 
it's rear when cornering, pointing the car toward the outer side of the exit. 
This is also called "under comes out". Over steering is the opposite of under 
steering, and refers to the situation when the rear of a car slides more than 
it's front, pointing the car toward the inner side of the exit. Drifting 
forcefully causes this to occur, so counter-steering and adequate slide control 
is required.

          ------------------------------------------------------------

group -   Cornering Knowledge
subject - Grip Driving
no. -     007

Unlike drifting, in which you allow your tires to slide, this method involves 
turning within the tires' grip limits, and is most widely employed by FF and 
4WD cars, which are not good at drifting. It is important to drastically 
decelerate before entering corners.

          ------------------------------------------------------------

group -   Cornering Knowledge
subject - Minimum Turn Cornering
no. -     008

A car's velocity decreases the more one turns the steering wheel. Slowly turn 
the steering wheel as you enter a corner, and hold that angle as you round the 
corner. Once you exit the corner, slowly return the steering wheel to normal.

          ------------------------------------------------------------

group -   Cornering Knowledge
subject - Why Under Steering Occurs
no. -     009

When under steering occurs on a corner, you must turn the steering wheel 
sharply which loses speed. The following are some main causes of under 
steering:

- Too much speed
- Brake too hard
- Turn too sharply
- Cornering route is bad

The way you prevent these is to slow down significantly before corners. Are you 
entering corners too fast?

          ------------------------------------------------------------

group -   Drift Techniques
subject - Drift Driving
no. -     010

This technique involves braking on corners in order to slide the rear of the 
car. It is useful for directional driving on the sharp corners of ridges and 
the like. Drifting can be easily performed with FR and MR cars by turning the 
steering wheel and stepping on the brake (braking drift). It can also be 
performed by flooring the accelerator (power drift), which requires excellent 
acceleration and steering control.

          ------------------------------------------------------------

group -   Drift Techniques
subject - Emergency Brake Turning
no. -     011

This technique is only suggested for rounding extremely sharp corners, and 
involves swinging the rear of the car around by pulling the emergency brake, 
and locking the rear wheels. This method is very effective for FF cars, since 
the rear tires can be made to slide while applying power to the front tires.

          ------------------------------------------------------------

group -   Drift Techniques
subject - Drift Precaution
no. -     012

Drifting at wide angles and for extended periods of time may be good for 
showing off, but not for races where time is of the essence. Use drifting only 
as much as necessary when rounding corners.

          ------------------------------------------------------------

group -   Drift Techniques
subject - Braking Drift
no. -     013

This technique uses a car's weight transference and centrifugal force to exceed 
the grip levels of it's rear tires, causing a tail slide that changes the 
direction of the car. It is performed by entering a corner with some speed, 
then sharply turning the steering wheel while slamming on the brakes, and is 
most apt for FR and MR cars. However, it takes practice to control the car's 
acceleration during the drift and to stabilize the steering wheel afterwards.

          ------------------------------------------------------------

group -   Drift Techniques
subject - Power Drift
no. -     014

This technique allows you to break the grip of the rear tires and change your 
car's direction. It is performed by turning the steering wheel to the inside of 
a corner while slamming your foot down on the accelerator. Only rear drive cars 
can perform this. It takes practice to control the steering wheel afterwards.

          ------------------------------------------------------------

group -   Drift Techniques
subject - Inertia Drift
no. -     015

This technique involves entering a corner with a lot of speed, turning the 
steering wheel the direction you wish to turn and letting go of the 
accelerator. Once the tail slides and the front turns inward, step on the 
accelerator again and use the steering wheel to keep the car under control as 
you speed up while sliding sideways.

          ------------------------------------------------------------

group -   Drift Techniques
subject - Zero Counter Drift
no. -     016

This technique involves drifting on a corner without any countering. It is the 
first technique that allows one to maintain an angle by working only the 
accelerator with no need to counter. It is performed by accelerating into a 
corner and simply drifting.

          ------------------------------------------------------------

group -   Drift Techniques
subject - Straight Drift
no. -     017

This technique involves making a car drift sideways prior to entering a sharp 
corner in order to round it. Perform a high-speed drift, and once the counter 
is full the car will travel straight while facing sideways. If you can master 
this skill, you are sure to be the highlight of any car performance.

          ------------------------------------------------------------

                    ---------------------------------------
                             04.30 - course hint -
                    ---------------------------------------
                                
          ------------------------------------------------------------

group -   Ridge Types
subject - Rokko Hill (U) Strategy
no. -     001

In this course competitors race up the winding Ura Rokko Driveway. Pay 
attention to what routes you should take through corners so you don't run into 
any walls. Be prepared for the blind sharp-right corner just before the goal. 
Use your braking skills to carefully navigate your way through it.

          ------------------------------------------------------------

group -   Ridge Types
subject - Rokko Hill (D) Strategy
no. -     002

This is a downhill course in which competitors race their way down the narrow 
Ura Rokko Driveway. Be sure no to go too fast, and navigate your way through 
the series of sharp corners using rhythmical braking. As you speed toward the 
end of the course, you will need to decelerate in order to safely steer your 
way through the zigzagging corners.

          ------------------------------------------------------------

group -   Ridge Types
subject - Akagi Hill (U) Strategy
no. -     003

Competitors race their way up the winding Maebashi Akagi Road amidst the autumn 
leaves in this uphill course. Concentration is required in this long course 
filled with a variety of short straight-aways and corners. Use grip and drift 
techniques well to climb your way through the difficult zigzagged end.

          ------------------------------------------------------------

group -   Ridge Types
subject - Akagi Hill (D) Strategy
no. -     004

This downhill course involves a high-speed race down the Maebashi Akagi Road. 
Fly down the numerous straight-aways, then be careful not to go out of the 
course while weaving your way through each of the five corners just before the 
goal. The one who masters the five corners, masters the race!

          ------------------------------------------------------------

group -   Circuit Types
subject - Suzuka Circuit Strategy
no. -     005

This technical and high-speed course contains the world's first overhead 
crossing, an S-corner, a degner and more. Be careful not to fly into the tricky 
section just before the goal, but carefully navigate your way through it, then 
floor out of it to the goal!

          ------------------------------------------------------------

group -   Circuit Types
subject - U.S. Speedway Strategy
no. -     006

This high-speed rink has a perimeter of 1.5 miles. Try not to lose much speed 
on the steeply banked curves. This course allows you to take advantage of 
slipstreaming, so use it wisely!

          ------------------------------------------------------------

group -   Circuit Types
subject - U.S. Dirt Track Strategy
no. -     007

This sandy dirt course is constructed on an oval course. Since the surface 
offers very little traction, keeping an un-cooperative car under control at the 
corners is essential to clock a good time. Be extra cautious when approaching 
corners after coming off a straightaway.

          ------------------------------------------------------------

group -   Metropolitan Types
subject - West Tokyo Strategy
no. -     008

This downtown course runs from Shinjuku Station to the Tokyo Government Office. 
It is mixed with stretches and corners fit for mid to low speeds, and the 
surface grip is low. When you reach the S-corner before the goal, prevent speed 
loss by driving in a relatively straight line through it.

          ------------------------------------------------------------

group -   Metropolitan Types
subject - West Tokyo (R) Strategy
no. -     009

This is the W. Tokyo course in reverse. This course contains a combination of 
straight-aways and corners, and the surface resistance is low. Brake early for 
the sharp corner in the middle of the course. Enter it slowly, then accelerate 
as you round the next left corner and enter the straightaway.

          ------------------------------------------------------------

group -   Metropolitan Types
subject - East Tokyo (fine) Strategy
no. -     010

This short course packed with sharp blind corners and straight-aways is located 
near the beautiful Shinjuku Gyoen National Garden. Victory will be largely 
determined by how well you recover from the third corner, followed by a long 
straight stretch, and the final corner.

          ------------------------------------------------------------

group -   Metropolitan Types
subject - East Tokyo (fine) (R) Strategy
no. -     011

This is the reverse course of E. Tokyo under clear weather conditions. If 
you're not careful, you'll barrel down the straight-aways right into sharp 
corners, so be ready to brake! Caution should also be taken at the first corner 
and when going through the tunnel, as a corner awaits you at the exit.

          ------------------------------------------------------------

group -   Metropolitan Types
subject - East Tokyo (rain) Strategy
no. -     012

This course stretches from Rt. 20 to Oune Way. It contains many blind right-
angle corners, which, combined with the rainy weather, require special 
settings. The third corner is narrow and comes up quickly, requiring precise 
maneuvering and braking skills when being entered.

          ------------------------------------------------------------

group -   Metropolitan Types
subject - East Tokyo (rain) (R) Strategy
no. -     013

This is the E. Tokyo (rain) course in reverse. It contains many blind right-
angle corners, which, combined with the rainy weather, require special 
settings. Work your way through the third and fourth corners in the beginning 
in an out-in-out line, then blast into the high-speed stretch.

          ------------------------------------------------------------

group -   Metropolitan Types
subject - Osaka Highway Strategy
no. -     014

In this high-speed course, competitors race along the Hanshin Rt. 1 Loop. The 
second corner is not only narrow, but is a blind corner requiring good braking 
skills. Pierce your way through the following S-corner in a relatively straight 
line.

          ------------------------------------------------------------

group -   Metropolitan Types
subject - Osaka Highway (R) Strategy
no. -     015

This is the Hanshin Rt. 1 Loop course in reverse. Slipstream is essential in 
this course's long, wide straightaway. Keep control of your car while rounding 
the middle high-speed corner, and try not to lose too much speed!

          ------------------------------------------------------------

                    ---------------------------------------
                                04.40 - others -
                    ---------------------------------------

          ------------------------------------------------------------

group -   Garage Guidance
subject - Using Mail
no. -     001

Welcome to auto modellista! This is where you can read helpful information via 
e-mail. In this garage, you can gather items, change parts, perform tune-ups, 
create your own customized cars and try them out in races. Messages you receive 
in this mailbox will help you make the most of your garage life. Topics cover 
tune-up hints, course strategies, technique instructions and more! Enjoy! NOTE: 
Although the names of tuning, custom and aero parts that appear in this game 
actually exist and are used with permission from their manufacturers, some of 
the shapes and features of these parts have been altered for use in this game. 
Some parts may also be no longer sold, while others may not actually be 
compatible for the car models used in the game. Please refrain from asking the 
makers of these parts about their usages in this game.

          ------------------------------------------------------------

group -   Garage Guidance
subject - Changing Cars
no. -     002

Car changing and sub-garages exist for those who are using a car that can't 
appear in a certain course, and for those who simply want to increase their 
number of cars. Up to 30 cars may be stored in a sub-garage. If a sub-garage 
has 30 cars, you can store additional cars by overwriting it (old data will be 
lost).

          ------------------------------------------------------------
                                
group -   Garage Guidance
subject - Rental Cars
no. -     003

You can receive car data from your friends using the Tuned Car List's Copy Car 
feature. However, these cars will be treated as rental cars, and you will be 
unable to tune or copy them.

          ------------------------------------------------------------

group -   Race Guidance
subject - Rules for Series
no. -     004

All races beyond Level 3 are series. You must race on multiple courses, and the 
points you ear will be added to determine your ranking. The person with the 
most cumulative points wins. The results of each race will carry over into the 
next race. Do your best on each and every course.

          ------------------------------------------------------------

group -   Race Guidance
subject - Hint
no. -     005

The auto modellista contains several secret cars. In order to get access to 
them, you must win all the races. Try to be the supreme victor!

          ------------------------------------------------------------

group -   Congratulations!
subject - Clear Bonus!
no. -     006

A new Modellista Shop has opened! You can perform engine changes in this shop.

          ------------------------------------------------------------

group -   Garage Guidance
subject - Decal Edit
no. -     007

To easily create decals, try using the sample selection. Simply select a sample 
and add words or pictures from the top to create a stylish decal.

          ------------------------------------------------------------

group -   Race Guidance
subject - VJ Help
no. -     008

After you finish racing, try saving the run on the Menu screen, then load the 
data in the Mix Room. There you can add various visual and sound effects to the 
replay by using the left and right analog sticks and the buttons on the 
controller in time with the rhythm.

          ------------------------------------------------------------

------------------------------------------------------------------------------
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05.00 - credits -
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My thanks go out to:

- GameFAQs.com for accepting and posting this guide.

- You, the readers, for picking my guide to help you with this great game.

- Capcom Entertainment Inc for making this crazy cool game.

- Everyone who encouraged me to write this.

- Myself, for taking the time to write this.

- All my friends who stayed my friends after I got this addicting game.
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"Copyright, Carter Cross, 2003"

end of document