text stringlengths 0 213 |
|---|
acquired/installed by the player and revert to their stock |
(original) configurations... which effectively means that all |
the time and points spent on modifying other cars is |
immediately lost forever. (This can be 'prevented' by saving |
game progress to different slots on the memory card instead |
of constantly overwriting the same game progress file.) |
==================================== |
==================================== |
==================================== |
UNFAIR ADVANTAGE |
The CPU-controlled cars DEFINITELY have an unfair advantage |
in this game. The main unfair advantage is in the area of |
collisions. Colliding with other cars and/or barriers causes |
the car to bounce away from the obstacle and also take a |
severe reduction in speed. However, CPU-controlled cars, |
should they have a collision, are NOT as hindered by these |
collision effects as players. Therefore, it should be no |
surprise that if the CPU-controlled car is close to the |
player, the player can expect to get rammed... and thus |
suffer the ('player-only') dire consequences >:-( |
==================================== |
GAME TIPS |
When waiting for a race to begin, DO NOT simply stand on the |
accelerator button. This may be a quasi-arcade game, but |
standing on the accelerator button at the beginning of a race |
will simply result in excessive wheelspin once the race truly |
begins. It is best to not touch ANY of the buttons until the |
race begins; even then, there will be slight initial |
wheelspin, so it is best to quickly pump the accelerator |
button until the wheelspin dissipates, then begin racing |
normally. |
For those playing using Automatic Transmission, it is |
important to note that the transmission is not truly |
'automatic.' While the game will indeed take over the |
shifting duties, the player can still upshift and downshift |
at will. However, should the player's chosen gear not match |
the RPM revband for that gear, the game will automatically |
return back to the previous gear. It is important to keep |
this 'glitch' in mind, as the game will sometimes not upshift |
at optimum times, especially when climbing hills, so the |
player can essentially force the car into an earlier upshift. |
During severe braking, it may also be a good idea to |
downshift one or more gears before using the accelerator |
again. |
Vehicles not involved in races tend to change lanes fairly |
often; trucks and busses seem especially prone to sudden lane |
changes. Note that in areas of highway with a solid white |
line, vehicles are not supposed to change lanes; however, |
this does not stop the uninvolved traffic from changing lanes |
at whim. |
As more points are accumulated and spent on parts, tires and |
brakes should receive serious consideration. More horsepower |
is great for making the car go faster, but the horsepower is |
wasted if the car is unable to hold the road while cornering |
and/or slow quickly to prepare for cornering. |
Should the player's car collide with any obstacle (a barrier, |
or another vehicle), the car will bounce back and slow |
significantly. Therefore, it is imperative that the player |
NEVER become trapped between two vehicles or between a |
vehicle and a barrier; in either scenario, the player's car |
will essentially become the ball in a ping-pong match, and |
the player will be virtually unable to do anything to control |
the car until the player's car has slowed enough to escape |
the unwanted predicament. By this time, any lead the player |
may have enjoyed is certainly lost; if the player had been |
trailing the rival, the rival's lead is extended |
exponentially. |
==================================== |
==================================== |
==================================== |
RACING TIPS: BRAKING |
The first step in driving fast is knowing when, where, and |
how much to slow down (braking). The braking zone will |
differ somewhat for each car depending upon its strengths and |
weaknesses. It certainly helps for the player to try a |
Practice run to truly learn the circuits - including the |
braking zones - before engaging in the actual events. |
When looking for braking zones, try to find a particular |
stationary object near the entry of each corner; it helps |
tremendously if this object is far enough away from the |
circuit that it will not be knocked over during a race. To |
begin, try using the brakes when the front of the car is |
parallel with the chosen stationary object. If this does not |
slow the car enough before corner entry or if the car slows |
too much before reaching the corner, pick another stationary |
object on the following lap and try again. |
Cars with a higher horsepower output will inherently attain |
faster speeds, and will therefore require a longer braking |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.