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    Cote D'Azur Guide by Wolf Feather

    Version: Final | Updated: 09/14/01 | Search Guide | Bookmark Guide

    Wolf Feather/Jamie Stafford
    Completed September 14, 2001
    Spacing and Length
    Sample Times
    The Circuit
    Wish List
    For optimum readability, this driving guide should be
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    Check for appropriate font setting by making sure the numbers
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    Permission is granted to download and print one copy for
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    The course and segment names for this circuit include the use
    of characters which are not standard to the English language,
    on which the Internet and standard text-only documents are
    based.  In order to eliminate the potential for 'strange
    characters' in a standard, text-only, Internet-distributed
    document, these characters have purposely not been used -
    much to the consternation of language purists, including
    Why a guide specific to a single circuit in Gran Turismo 3?
    As those familiar with F1 racing or F1-based games already
    know, the Cote d'Azur circuit (better known as the Monaco
    street circuit) is a tight and highly-technical course.  In
    fact, in many F1-based games, the Cote d'Azur/Monaco circuit
    is by far the most difficult to play.
    Secondly, I wrote rather detailed driving instructions for
    the Monaco circuit in my driving guides for F1 2000 and F1
    Championship Season 2000.  The details listed here are taken
    from these driving guides, with appropriate modifications.
    Most of the races at the Cote d'Azur circuit feature high-
    power cars, so a natural inclination is to obtain a car with
    as much horsepower as possible (especially the Suzuki Escudo
    with Level 4 Turbo, resulting in over 1800HP) and start
    racing.  Unfortunately, that tactic backfires instantly at
    Turn 1.  The Cote d'Azur circuit is so narrow and has so many
    tight corners that all that power is actually
    counterproductive; such high-horsepower vehicles are best
    suited for courses with many long straightaways, and
    especially for the oval Test Course.  Opt for a lower-powered
    high-power car instead.
    In races for which tire wear is an issue (such as the Cote
    d'Azur Endurance Race, which is 78 laps long), the two most
    important decisions are: 1.) tires, and 2.) pit strategy.
    Actually, these two issues are obviously related.  By
    choosing lesser-grip tires, your tires will not wear out as
    fast, enabling you to stay out on the circuit longer.  This
    plays directly into pit strategy, as the longer you can stay
    out on one set of tires, the fewer overall pit stops you will
    need to make.  In the Cote d'Azur Endurance Race, some cars
    change tires every 5-7 laps, while I have had one car change
    tires every 13 laps.  Note that if driving an F1 car, you can
    ONLY use Medium tires, so trying to extend tire durability is
    extremely important.  No matter what tire compound you use,
    see my GT3 Tires Guide (always available at FeatherGuides:
    http://www.angelcities.com/members/feathersites/)   for tips
    on extending tire wear.
    Where possible, riding the rails can be very beneficial.
    This allows you to keep up your speed in cornering, and also
    seems to reduce tire wear since you aren't using the brakes
    quite as much - thus enabling you to stay on the circuit one
    or more extra laps before pitting to change tires.  However,
    this is EXTREMELY difficult 'correctly' to do with an F1 car
    due to its open-wheel structure.
    If you can change your chosen car's downforce settings, use
    high downforce for both the front and rear of the vehicle.
    This will allow your car to corner much more effectively.
    Normally, a high-downforce set-up means a lower top-end
    speed, but there is really only one place where your car
    MIGHT reach the upper limit of its speedometer (The Tunnel),
    so this is really not an issue.
    If you have a fully-adjustable racing transmission, use a low
    gear ratio for this circuit.  A low gear ratio provides more
    power for acceleration, and the number of tight corners and
    the lack of long straightaways render a high gear ratio
    completely impractical.
    Perhaps the greatest tip for the Cote d'Azur circuit is to
    take the time to qualify.  The circuit is so narrow,
    especially in most corners, that passing is extremely
    difficult.  By qualifying, you can hopefully place yourself
    on pole, and not need to worry for a while about trying to
    pass other cars; also, it will be difficult for other cars to
    pass you due to the tightness of the course.
    At the (very good) suggestion by someone who had read this
    guide, I here add some sample times for the Cote d'Azur
    Celica SS-II                  197HP     2:10.534
    Corvette C5R                  620HP     1:41.084
    CTR2                          512HP     1:54.995
    Escudo Pikes Peak Version     981HP     1:47.573
    F687/S*                       914HP     1:28.618
    Lancer Evolution VII          316HP     1:46.514
       Rally Car Prototype
    MR-S S Edition                138HP     2:07.942
    New Beetle Cup Car            201HP     1:59.942
    Nismo GT-R LM Road Car        300HP     1:55.345
    ZZII                          542HP     1:41.368
    *This is one of the F1 (open-wheel) cars in the game.  The
    Cote d'Azur/Monaco circuit is specifically used for F1 racing
    in the annual Monaco Grand Prix.
    'To finish first, first you must finish.'  The Cote d'Azur
    circuit is a highly daunting temporary street course,
    especially from the Driver View, as the barriers are FAR too
    close for comfort, and passing is extremely difficult for
    even expert drivers.  If there is a problem with a car, there
    are extremely few places to safely pull aside, so all drivers
    must be constantly wary of slow cars around the many blind
    corners.  The most significant key to simply finishing a race
    at Cote d'Azur is SURVIVAL, which means a slow, methodical,
    patient race.  While driving this circuit, players may want
    to have "I Will Survive" playing on auto-repeat!!!
    Pit Straight: Not straight at all, the 'Pit Straight' fades
    to the right along its entire length.  Near the end, the Pit
    Lane rejoins the main course from the right.
    Turn 1 (Sainte Devote): This is a tight right-hand semi-blind
    corner; heavy braking is required long before reaching Sainte
    Devote.  To the left on entering this corner is one of the
    few areas to pull off the course if there is a problem.
    Overshooting the corner results in smashing against the
    unmoving barrier, but if you slide into the barrier at a good
    angle, you can slide along it and around the corner.  The
    uphill portion of the course begins here.
    Straightaway (Beau Rivage): Not really straight with its
    varying-direction fades, the circuit climbs steeply uphill
    here.  Because of the fades, this is actually NOT a passing
    zone; you may think you have enough room to pass a slower car
    and actually pull up alongside it, but then you and the
    slower vehicle will end up bumping each other and/or a
    barrier because of a fade.  Even worse, the sun is directly
    at the top of the hill here, making visibility very difficult
    for quite some time until your eyes can adjust to the
    brightness (another reason to try to qualify on pole before
    the race begins).
    Turn 2 (Massanet): This is a sweeping decreasing-radius left-
    hand blind corner requiring moderate braking on entry and
    light braking as you continue through the turn, unless you
    ride the right-side barrier.  The exit of Massanet is the
    highest elevation of the circuitÅ  which has only just begun,
    even if it IS all 'downhill' from here!!!
    Turn 3 (Casino): Hard braking will be needed for the right-
    hand Casino.  This corner almost immediately follows
    Massanet, and begins the long downward trajectory of the
    course.  This corner is actually wider than most, to the
    extent that a car in trouble may be running slowly along the
    barrier on the outside of the corner.  Be careful not to
    scrape the left-side barrier while exiting Turn 3; similarly,
    do not overcompensate and scrape the right-side barrier at
    the apex of Casino, or ram into barrier of the tiny pull-off
    section to the right on exiting Casino.  If you have extreme
    tire wear, brake VERY early for Casino, or else you will find
    yourself sliding into the wide paved recovery zone to the
    outside of Turn 3.
    Turn 4 (Mirabeau): Following a long downhill straightaway,
    heavy braking is needed for this right-hand blind 'J' turn.
    A small pull-off area is provided on the left on entry.  If
    you miss the braking zone, your front end will be banging
    against yet another barrier. This corner continues the
    course's downhill slope, which adds to the difficulty of the
    Turn 5 (Great Curve): Following an extremely short
    straightaway, this left-hand hairpin is one of the slowest in
    Gran Turismo 3 (rivaled only by certain segments of the
    Complex String circuit).  If you have excellent braking
    ability, you can actually PASS (a rarity!!!) by taking the
    tight inside line, or you can pass by riding the right-side
    rail around Great Curve; otherwise, it would be best to drive
    through Great Curve single-file.
    Turns 6 and 7 (Portier): This pair of right-hand corners form
    a 'U' shape, but neither can be taken at any respectable
    speed without riding the left-side rails.  Between these two
    corners is a pull-off area on the left.  Turn 7 is the
    slowest of the two corners, and is the most difficult in
    terms of the almost-nonexistent view of the track.  If you
    can accelerate strongly coming out of Portier, you can pass
    one or two cars entering and driving through The Tunnel.
    Straightaway (The Tunnel): This 'straightaway' is actually a
    very long right-hand decreasing-radius fade in a semi-tunnel
    (the left side provides a clear view of the water).  Unlike
    the REAL Tunnel (or its versions in F1-based games),
    visibility here is excellent.  Start braking for Nouveau
    Chicane shortly after entering back into the sunlight.
    Chicane (Nouveau Chicane): The course narrows as you come
    around the chicane, but then 'widens' back to 'normal' at the
    exit.  Unfortunately, there is a barrier here to force you to
    keep to the official circuit; short-cutting is not possible.
    If your tires are very worn (tire indicators orange or red),
    Nouveau Chicane will cause you A LOT of headaches.  If you
    happen to ride up on the rumble strips, you may find a corner
    of your vehicle banging the adjacent barrier at just the
    right angle to either bring your car to a standstill or tip
    the vehicle in a bad direction.
    Turn 8 (Tobacco): This left-hand corner is best taken with
    moderate braking.  The barrier prevents a good view around
    the corner on approach, but taller vehicles can be seen
    Turns 9-12 (Swimming Pool): This is essentially a double
    chicane around the swimming pool in the classic 'bus stop'
    configuration.  Turns 9 and 10 form a tight left-right
    combination, for which moderate braking is required.  After
    an extremely brief straightaway, Turns 11 and 12 form the
    opposite configuration (right-left), but are even tighter.
    This opens out onto a short straightaway where you MIGHT be
    able to pass ONE car.
    Turns 13 and 14 (La Rascasse): This is a tight left-right
    chicane requiring heavy braking for Turn 13 and VERY heavy
    braking for Turn 14.  Even worse, Turn 14 is a 'J' turn, so
    the racing line is also very important here.  The Pit Lane
    begins to the right at the exit of La Rascasse.  If you have
    very worn tires, La Rascasse will also cause you significant
    amounts of frustration as you slide toward the outside
    Turns 15 and 16 (Anthony Hoges): A tight right-left chicane,
    these are the final corners of the Monaco circuit.  The
    course narrows here through the chicane, then 'widens' to
    'normal' for the Pit Straight.  Moderate or heavy braking is
    required entering Turn 15.
    Pit Entry: The entrance to the Pit Lane is to the right
    immediately after clearing La Rascasse.  Given that La
    Rascasse is a blind corner, on every lap, expect a slower car
    here headed for the pits.  Keep hard to the right to avoid
    the barrier on the left when entering Pit Lane.
    Here are a few additions and changes I would like to see to
    the Cote d'Azur circuit in future incarnations of the Gran
    Turismo series:
    1.) Please allow some races to be run in reverse (Cote d'Azur
    2.) Acquire a license from FIA (governing body for F1 racing)
        to actually call this the Monaco circuit, thus
        eliminating any potential for confusion.
    3.) Get rid of the @$#&$#&*$^#$%*#*$ sun at the top of Beau
    For rants, raves, etc., contact me at FEATHER7@IX.NETCOM.COM
    To find the latest version of this and all my other PSX/PS2
    game guides, visit FeatherGuides at

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