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    Cote D'Azur Guide by Conquerer

    Version: Final | Updated: 12/30/05 | Search Guide | Bookmark Guide

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    | | |_|| |)  |/ _ \ |  \ | |   | | | | | | |)  | | |___|  \/  | | | |   ____| /
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     \___/ |_| \_|_| |_||_|  \_|   |_|  \___/|_| \_|_|_____|_|  |_|\___/  \______/
      ___    _   _  _  _     _  _            _   _            _ ___ _  _
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                       /  \   ___  | ____| |  _  | |  _  | |  ___|
                      / /\ \ |___| |___  | | |_| | |  ___| | |___
                     /_/¯¯\_\      |_____| |  ___| |_____| |_____|
        ||                                                               ||
        ||            G R A N  T U R I S M O  3  A - S P E C             ||
        ||                C Ô T E  D ' A Z U R  G U I D E                ||
        ||     -----------------------------------------------------     ||
        ||     ©  C O P Y R I G H T  2 0 0 5  B Y  C O N Q U E R E R     ||
        ||                                                               ||
        ||   This FAQ is Copyright 2005 by Andrew Haffenden, Conquerer.  ||
        ||   It may not be used in any way other than Personal Use       ||
        ||   without my permission and may not be altered by             ||
        ||   publishers. This FAQ is ONLY allowed on the following       ||
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        ||                   - http://cheatcc.com                        ||
        ||                                                               ||
        ||   I'm only allowing this FAQ on these sites because I'm       ||
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        ||   to tedious e-mails for things I've already answered in      ||
        ||   newer versions. Feel free to link to the FAQ page on this   ||
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        ||                                                               ||
        ||                                                               ||
        ||                    E - M A I L  P O L I C Y                   ||
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        ||                          EMAILING ME                          ||
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        ||   [Email:] Conquerer13@hotmail.com                            ||
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                   G R A N    T U R I S M O    3    A - S P E C
    TABLE OF CONTENTS.................................................[GT3_00]
    1.   UPDATES......................................................[GT3_01]
    2.   FAQS.........................................................[GT3_02]
    3.   TRACK WALKTHROUGH............................................[GT3_03]
    4.   SAMPLE LAP TIMES.............................................[GT3_04]
    5.   TIPS.........................................................[GT3_05]
    6.   TRACK HISTORY................................................[GT3_06]
    7.   CREDITS......................................................[GT3_07]
    SEARCH - Press Ctrl + F for the Search menu to pop up. Copy the code from
    the Table of Contents for the section you would like to go to, then click
    "Find Next". The first use of the code will be found in the Table of
    Contents, so click "Find Next" again to go to the matching code at the
    beginning of the selected section.
    1.                           U P D A T E S
    Most Recent Updates:
    [12/30/05] - 35 KB - [Final]
    It's been over two years since this guide was last updated, but it has now
    been almost entirely rewritten. Search system also added.
    [06/18/03] - 33 KB
    Completed and first sent in the FAQ.
    2.                             F A Q S
    Frequently Asked Questions
    Q: What is "Côte d'Azur"?
    A: It is a track in Gran Turismo 3. The translation is "Beside the River".
    Q: Is Côte d'Azur a real track?
    A: Yes, it locates in Monte Carlo, Monaco, and is raced every year in
       Formula 1. The difference is that the track is actually called Monaco.
    Q: I can't race on this track in Arcade Mode. How can I unlock it?
    A: You need to win a race on each of the tracks in Arcade Mode until you
       unlock the group of tracks that contains this track. 
    Q: Is there a reverse version of Côte d'Azur?
    A: No.
    Q: I heard Côte d'Azur has some glitches in it, is this true?
    A: Yes, there are a few glitches in this circuit. There are some areas
       where your car may get stuck to the wall, there's an area where you can
       smash to go through the wall, and there's also an invisible wall on the
       inside of the Loews hairpin that can screw you up.
    Q: Why are the Endurance and Formula GT races for this track both 78 laps?
    A: It's because the Formula 1 race, the Monaco Grand Prix, is 78 laps long
       and that's the idea for both these races, especially the Formula GT
    Q: What are some sample times for this track?
    A: Check the section below named "Sample Lap Times".
    Q: I want to race a Formula 1 car on this track but I don't have one.
    A: Just keep racing Endurance races and you're bound to get one. In every
       Endurance race you have a chance to win an F1 car.
    If you have any more questions, please e-mail me and I will respond as
    quickly as I can.
    3.                  T R A C K  W A L K T H R O U G H
    TRACK WALKTHROUGH.................................................[GT3_03]
       C Ô T E  D ' A Z U R   --   M O N A C O   --   M O N T E  C A R L O
    Located in Monte Carlo, Monaco, the true name of this temporary street
    circuit is Monaco, although named as Côte d'Azur in Gran Turismo 3. This
    track is perhaps the most widely known in the history of motor racing, and
    has been on the Formula 1 calendar for over 75 years. Monaco is known for
    its extreme tightness, which allows for scarce passing opportunities
    between cars. Normally, these tight and twisty roads are used publicly,
    but there's no hesitation when it comes time to close the roads for the
    classic Monaco Formula 1 Grand Prix in May each year. With a track length
    of over three kilometers, Monaco is an extremely difficult circuit, and
    consistency is a common enemy of drivers. Aggressiveness is what should be
    put out of the way for this track, because true patience and concentration
    is what's needed to be successful here. The Brazilian Formula 1 driver
    Ayrton Senna was and still is the most successful driver ever at Monaco,
    winning six times, five of which in a row, and a total of eight podium
    finishes in ten starts. Inferior engine power was common to him in the
    early nineties, although he still won every time here, but when he moved
    to a superior team in 1994 he was tragically killed in the race before the
    Monaco Grand Prix, leaving a stunned and subdued crowd when it came time
    for what had been Senna domination for the past ten years -- the Monaco
    Grand Prix.
    Côte d'Azur
    Name of Circuit: Circuit de Monaco
    Circuit Length: 3.340 km
    Number of Corners: 17
    Start/Finish Straight
    The main straightaway at Monaco is really a curved straight, and the first
    corner is quite a tricky one.
    TURN 1 [Sainte Dévote]
    Shortly after passing the Start/Finish line on the front curved straight
    you'll reach the first corner. It is vital to take this corner correctly
    to get a good time, and it is also one of the most difficult corners on
    the track. Heavy braking is required, subsequently cruising to the apex
    and accelerating at that point. Don't turn in too early or you may have
    contact with the right wall, and don't accelerate too aggressively on the
    exit so you don't hit the left wall at the start of Beau Rivage.
    Straightaway [Beau Rivage]
    Not exactly a straight; Beau Rivage is composed of three slight turns
    which can basically be driven in a straight line, so it's not a problem.
    One thing that may be a bother is the inconvenient placing and size of the
    sun, at the top of Beau Rivage. Just don't look at it and you'll be fine.
    TURN 2 [Massenet]
    Coming off Beau Rivage you'll face the right wall barrier at an angle. Be
    sure your car is under control before you move over the ramp-like bump at
    the top of the hill, or it may throw you off. Moderate braking is needed
    here, followed by cruising through this left-hander to Casino corner.
    TURN 3 [Casino]
    This right-hand corner dips down through the apex, on the rundown to
    Mirabeau. To take this corner at optimum performance, you'll need to
    cruise through the apex from the left of the track before entering the
    corner, and accelerating on the exit as you move down the hill.
    Welcome to another of Monaco's scarce straights. Around the middle of this
    short straight is a slight bump at the left of the road, and you may want
    to just subtly move around it, like Formula 1 drivers do here, although it
    doesn't really make a difference.
    TURN 4 [Mirabeau]
    The ideal method for this corner is to brake just a little early on the
    outside and turn through the corner, because braking too late may lead to
    understeer and moving slower through the corner. Try to just go over or
    move near the right kerb at the apex. The left wall barrier moves inward
    after the corner so be sure to adapt to it, and prepare for Formula 1's
    most famous hairpin ahead.
    TURN 5 [Loews]
    This hairpin may seem difficult but it is rather easy once you get the
    hang of it. Light braking is necessary before entering the corner, and
    then you can just cruise through the first part of the corner and throttle
    through the rest on the exit. Take note that when entering the corner not
    to drive on the apex kerb, because there's an invisible wall just inside
    the kerb that you may touch and spin yourself over.
    TURN 6
    This corner follows almost immediately after the hairpin, so it is crucial
    that you quickly move to the left of the track before this corner in order
    to take it right. Only light braking is required here, after the slow
    hairpin, and you can you cruise over the right kerb, accelerating at the
    apex, preparing for Portier just ahead.
    TURN 7 [Portier]
    After exiting turn 6, Portier is literally just ahead. This 90 degree
    right-hander can be tricky and it's difficult to be consistently quick
    with. From the outside of the track before the corner, light braking is
    required. Take the turn by cruising through the apex, narrowly missing the
    right apex barrier, accelerating when you reach it but not too early so
    you don't hit the left exiting wall.
    Up here comes the world famous Tunnel, which is part of Monaco's longest
    straight, however, interrupted by a high speed corner in the Tunnel.
    TURN 8 [Tunnel]
    Inside the tunnel is the location of the simplest corner on the track, a
    right-hand bend. You should be able to take the corner flat out with any
    car, no problem, but just be sure to turn at the right moment if in a
    faster car. There is a white line on the road, which is the dividing line
    of lanes for these public roads -- you can use this line as a guide if
    you're not sure when to turn but you should really use your imagination to
    take the turn.
    TURN 9 [Nouvelle Chicane]
    This unique left-right chicane is trickiest corner on the track and
    consistency is very important here. On the rundown towards the chicane
    after the long Tunnel straight, heavy braking is required. Braking too
    late is the worst thing you can do but don't get too paranoid either and
    brake too early. Find the optimum braking point yourself, and from the
    outside of the track, take the left turn of the chicane by cutting in
    between the end of the left wall barrier and the chicane kerb. A very
    important thing to remember here with some racing cars, if you're using
    manual transmission, is to downshift only as far as gear 2 when entering
    the corner, subsequently shifting down to gear 1 just before you start to
    accelerate on the exit. If you downshift to gear 1 before the corner,
    you'll lock up your wheels as you enter it and you won't be able to gain
    any grip, losing valuable time. This is only really seen in the high-class
    racing cars, most notably the Formula 1 cars. Once in gear 1 you can start
    your getaway, navigating around the invading wall barrier ahead, onto the
    short straight.
    After the tough chicane, you come to another straight. You'll be able to
    build up decent speed here, but be ready for the next turn which is also
    somewhat difficult.
    TURN 10 [Tabac]
    You may be tempted to take this corner too quickly, causing you to maybe
    hit the right wall, even if it is just barely. Another thing is to know
    the right time to turn, or you may even hit the left wall barrier when
    entering the corner, causing you to lose a lot of momentum. So brake hard
    enough and accelerate through the exit of the corner after cruising
    through the apex.
    TURN 11 [Piscine]
    It is possible to take this left-right complex flat out in some cars, but
    it may be necessary to ease the accelerator to be careful. Turn 11 is
    quite the fast corner, which is really two corners, actually, and requires
    precision. Enter the corner narrowly missing the left wall barrier,
    squeezing through the next half of the turn afterwards. From there, hold
    yourself together on the way to the braking zone for turn 12.
    TURN 12
    Following the left-right Pool complex of turn 11 comes this mirror right-
    left complex of turn 12. The difference is that heavy braking is required
    before the entry to the first part of the corner. First of all, with some
    cars you may notice some drift taking place as you brake for this corner,
    especially in faster cars if you took turn 11 at a fast pace. Just counter
    the drift, and you can also use it as an advantage in taking this corner.
    You'll notice that you can use the drift as dynamic drift and you won't
    have to brake so much for this corner -- the slide with reduce a lot of
    speed, although you should slightly brake, and accelerate when you meet
    the corner, almost aligned at the angle of the corner. For the second part
    of the corner, the left-hander, ease the accelerator before the entry and
    accelerate on the exit enough so that you don't hit the right wall. After
    the corner is somewhat of a curved straight on the way to turn 13.
    TURN 13
    This left-hand corner is quite simple, although it may prove a bit tricky
    to start with. It is immediately followed by a hairpin so it may be
    difficult in a way because of that. The confusing thing, though, is that
    the braking zone for the hairpin is really this corner here, so be sure
    to ease the accelerator before this corner, beginning to brake heavily for
    La Rascasse.
    TURN 14 [La Rascasse]
    Immediately following the left-hander of turn 13 comes this hairpin. This
    corner is really like a boxed hairpin, and it shouldn't be too difficult,
    after starting to brake from turn 13. Taking the 180 degree corner in gear
    1, accelerate at the apex and meet close to the left wall on the exit,
    ready for the last corner of the track.
    TURN 15 [Anthony Noghès]
    From the left of the track, brake lightly to get down to speed for the
    corner, and then simultaneously accelerate and align yourself to get
    through the corner, taking it flat out. From there, exiting onto the main
    straight, follow the curve down towards the Start/Finish line to complete
    the lap.
    Pit Entry
    Just after La Rascasse, before Anthony Noghès corner, look to the right to
    see the pit entry, and move onto the red pit road. First of all, lower
    your speed to assure avoiding the tire wall to the left of the pit entry,
    but also be careful of the short tire barrier sticking out a bit by the
    Pit Exit
    You'll exit the pits at the right of the Start/Finish line straight, close
    to the first corner. Watch for traffic and move to the left of the track.
    4.                   S A M P L E  L A P  T I M E S
    SAMPLE LAP TIMES..................................................[GT3_04]
    This section contains a list of sample lap times in various cars. These
    times are not necessarily very fast but are in no way bad times. Consider
    these just as quick times.
    [Note:] All of these times are from Arcade Mode in stock cars with stock
            settings, unless otherwise noted.
    Toyota MR-S S Edition -- 138HP -- 2'00.770
    Mercedes-Benz SLK 230 Kompressor -- 193HP -- 1'58.689
    Acura Integra Type R -- 197HP -- 2'00.089
    Opel Speedster -- 144HP -- 1'56.638
    Nissan Skyline GT-R V-Spec II (R34) -- 276HP -- 1'51.963
    Camaro SS -- 325HP -- 1'51.347
    RUF RGT -- 379HP -- 1'45.784
    Honda Castrol Mugen NSX JGTC -- 473HP -- 1'34.096
    Dodge Viper GTSR Concept -- 498HP -- 1'34.980
    Toyota GT-ONE Race Car (TS020) -- 588HP -- 1'27.052
    F094/H -- 790HP -- 1'18.039
    F094/S -- 790HP -- 1'11.995 ** (chase camera) 
    ** - Changed Settings
    5.                             T I P S
    Here you will find several tips to help you with the track and racing in
    Manual Transmission
    If you're a serious racer and you don't use manual transmission, you're
    truly missing something. For one, you have more control over your car and
    can upshift or downshift whenever you feel it's the right time, and you
    can also decide not to upshift, if you're coming up to a corner. Something
    that you might find hard to believe if you're an automatic driver is that
    using manual transmission actually makes you a better driver. You have
    more control over your car and have more concentration. You might think
    you'd lose concentration by shifting gears, and it will take time to get
    used to, but once you use it for a while it becomes natural -- you adapt
    to the shifting and it's bonded together with driving. At first you may
    need to look at the tachometer to know when to shift, but you'll naturally
    know when to shift by the sound as your skills get better.
    To be honest, I myself always used automatic transmission before GT3, and
    even for a bit in the beginning of GT3. But once I decided to try manual
    to see if I would like it. I had some trouble at the beginning and didn't
    always shift at the right time, but I soon became in love with manual
    transmission, literally. Since then I have never gone back to automatic
    and I know I never will. Manual is really that much better than automatic.
    Upshifting is moving into a higher gear, and you can tell when it's time
    to shift up by your RPM. If you're just starting, you'll probably need to
    take a glance at the tachometer to see your RPM, and the time to shift is
    just at the red zone -- where the white line turns red -- or just inside
    it. To shift up, press R2. As you use manual transmission more and more,
    you shouldn't need to look at the tachometer and you should know when to
    shift based on the sound of your car -- there's a certain high-pitched
    sound that you should recognize with any car, and that's when you shift.
    Downshifting is moving into a lower gear, and it's harder to know when to
    downshift than upshift. Instead of being able to look at the tachometer's
    red zone (for beginners), it's very difficult to judge when you should
    shift down if you're new to manual. When you're used to it, though, you
    just know exactly when to shift and you can't really explain it. However,
    there is a certain low-pitched sound that you should recognize, although
    it will probably work differently with you than red zone upshifting. To
    shift, press L2 -- downshifting is almost always done after braking, and
    sometimes you might downshift after cruising, losing speed for a corner.
    Another thing is that you can generally downshift in any car around 5000
    or 6000 RPM, but you shouldn't really be looking at the tachometer when
    braking for a corner.
    Super Soft Tires
    If you plan on getting very quick times you should seriously consider
    buying Super Soft racing tires, as they will improve performance
    dramatically. In fact, Super Soft tires are even a lot better than Medium
    racing tires, which are already very good. Super Soft tires have the best
    possible grip of any tire, but also have the shortest life. If you plan to
    race in an Endurance event, or a race with many laps, with tire wear on,
    you should probably use tires with longer life. But when getting quick
    times, Super Softs are essential. Upgrading your car's horsepower is
    important, but tires are just so important as well -- a lot more than
    you'd probably think. The only available tires for Formula 1 cars,
    however, are Medium racing tires, and they come with the F1 cars.
    Automatic Ghost Update
    When you finish a lap in Free Run, a ghost car will automatically show up
    on the next lap. This ghost car represents the exact lap time you just
    drove, driving exactly like you did on the lap, and you cannot hit the car
    -- hence "ghost" car. When you already have a ghost car, it will update
    when you get a quicker lap time, and the ghost car will always be the
    quickest lap you drove in the run, unless you load a ghost car from your
    memory card. The idea of having a ghost car is so you know whether you are
    faster or slower than your quickest lap at any area on the track. However,
    this may distract you and annoy you, especially on Côte d'Azur, and you
    might want to take it off. If you wish to do so, enter the Options menu
    and find "Automatic Ghost Update", then turn it off. Now you will never
    have a ghost when you complete a lap, but you can choose to update the
    ghost after you complete your current run, which will show up in the next
    The point of turning off the ghost is to relax yourself. With the ghost on,
    you may find yourself to be pressured, and when you're ahead of the ghost
    you may feel a bit nervous, pumped with adrenaline. You might also find
    yourself continuously looking back to see where your ghost is, which will
    seriously affect your concentration although you probably won't notice it.
    However, when you're behind your ghost it may cause you to drive more
    aggressively and quicker, but if you're already behind that's not good for
    a fast lap time.
    Occupy the Whole Road
    If you're a hardcore racer or watch a lot of racing, you'll probably know
    exactly what I mean by this. When you're racing, you should always use as
    much road as necessary. I don't mean swerve all over the road, but drive
    smoothly and consistently, following a racing line. As an example, on a
    90 degree right corner, such as Portier, you'll want to start turning from
    the outside of the track, just missing the apex barrier, and exiting right
    next to the exiting left wall. You might find yourself turning in from the
    inside and exiting on the outside, which doesn't flow as quickly.
    Your brakes will be on a lot on this track and it's crucial to know when
    to brake and how long to brake. Some corners may require a lot of braking
    and others a lot less with more cruising involved. You should find yourself
    cruising like this on many corners, and it's vital for quick lap times.
    Another thing, please don't ride the walls, for your own sake. Doing so
    just makes you think you're better than you are, and you'll feel better
    about your lap time if you drive like an actual racer.
    Racing Wheel
    If you don't have a racing wheel for PS2, you should really get one if
    you're serious about racing. I recommend either the Logitech GT Force or
    GT Force Pro -- the latter you can use in GT4 with 900 degree rotation,
    which is a thrill to use. A racing wheel may take a bit to get used to but
    you'll always want to use it once you can work well with it, and it can
    make you a better and more aware driver.
    Normally, the accelerator in GT3 is the X button, and Square is the brake.
    This is all right, but I recommend you change the accelerator to up on the
    right analog stick and the brake to down on the right analog stick -- do
    this in the Options menu. This way you only use the analog sticks and it
    feels like you have more control over your car, as well as being quite fun
    to use. If you don't have a racing wheel, this makes for a pretty nice
    alternate racing experience.
    Free Run
    To get quick times, I suggest you only use Free Run in Arcade Mode. You
    can try to get quick times in Endurance races and such, but other cars on
    the track may get in your way, and tire wear might be a problem as well.
    6.                     T R A C K  H I S T O R Y
    TRACK HISTORY.....................................................[GT3_06]
               F O R M U L A  1   M O N A C O   G R A N D   P R I X
    April 14, 1929 at 13:30 under the High Patronage of His Serene Highness, 
    Prince Louis II. H.S.H. Prince Pierre opened the circuit on board of a 
    Voisin, Charles Faroux, clerk of the race released 16 competitors to 
    carry out 100 laps of the 3.18 km long circuit. It's Williams, official 
    representative of Molsheim, in his green Bugatti 35 B who won this first 
    G.P at an average speed of 80,104 kilometers per hour.
    With the Mans 24 hour and the Indianapolis 500, the Monte-Carlo Rally and 
    the Monaco Grand Prix constitute two of the four great automobile sports 
    events most known to the world at large.
    The smallest European state, after the Vatican City, has seen the efforts 
    and imagination of its leaders well rewarded. The appearance of the Monaco 
    Grand Prix on international calendars is the undeniable result of a 
    determined sports policy of the Grand Prix's President Anthony Noghès. In 
    fact it all goes back to the mid-twenties, when Anthony Noghès and his 
    friends set up the Automobile Club de Monaco, an association which stemmed 
    from the Sport Automobile et Vélocipédique, which itself already goes back 
    as far as the Sport Vélocipédique Monégasque founded in 1890.
    In order to expand and be recognized internationally by the A.I.A.C.R. 
    (Association Internationale des Automobiles Clubs Reconnus), the 
    predecessor of the International Automobile Féderation, which similarly 
    retained the real sports authority and rivaled the European record makers, 
    an automobile sports event had to be organized on its own territory. Being 
    a man of action and a passionate sportsman, Anthony Noghès proposed the 
    creation of an Automobile Grand Prix which would take place right in the 
    streets of the principality. The idea itself was not new since high speed 
    races were already being fought over in towns, notably in the United 
    States with the trials of Santa Monica or Corona. As soon as he returned 
    to Monaco, Anthony Noghès had to put his idea into action. He obtained the 
    official support of Prince Louis II and when he presented his plans to 
    Louis Chiron, the famous Monégasque racing driver, he too expressed his 
    enthusiasm. After some analysis, one realized that the topography of the 
    place was admirably well suited to setting up a natural race track.
    Since the launch of the first race, the principality has known only 14 
    years without a Grand Prix, namely from 1939 to 1947 and then 1949, 1951, 
    1953 and 1954. From 1950 onwards the Monaco Grand Prix featured 
    permanently in the calendar of World Champion Racing Drivers, except in 
    1952 when the organizers decided they preferred Sports cars to the single-
    seater Formula 2 (2 liters) normally retained for the World Championship.
    The circuit itself had not undergone any major changes, the length being 
    3,180 km up until 1950. In 1952 some modifications to the Sainte Dévote 
    bend led to the shortening of the length of the track to 3.145 km and it
    was not until 1973 that the layout underwent a change again. It was
    extended another 135 meters by the addition of a new track along the port,
    a track which was to join the track of the new pool and which would end in
    a hairpin bend around the restaurant La Rascasse. From then on grandstands
    were reinstalled on the old quay. As the length of each lap was increased,
    the Grand Prix was shortened to 78 laps. In 1976, the addition of two more
    zigzags, one at Sainte Dévote, the other coming round the La Rascasse
    hairpin bend, extended the length of each lap by 34 meters. Ten years
    later, for the 44th Grand Prix, the widening of the road at the 
    beginning of the Quai des Etats Unis at the foot of the Boulevard Louis II
    descent, allowed the creation of a new zigzag which brought the length of 
    a lap to 3.328 km. In 1997, the first "S" of the Swimming Pool had been 
    drawn again. Henceforth, it's called bend Louis Chiron. The total length
    of a lap now is 3.340 km.
    7.                           C R E D I T S
    In this section, I'd just like to thank some people and organizations for
    the making and hosting of this FAQ, and just some general thanks.
     - Thanks to Polyphony Digital for developing this game
     - Thanks to Sony CEA for publishing this game
     - Thanks to www.formula1.com as a reference
     - Thanks to www.gunnar-knupe.de for the track history
     - Thanks to CJayC for posting this FAQ on GameFAQs
     - Thanks to Stephen NG for posting this FAQ on IGN
               ©  C O P Y R I G H T  2 0 0 5  B Y  C O N Q U E R E R
                               E N D  O F  F I L E

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