Daytona USA Team Hornet Driver's Complete Manual for better driving Compiled by Mark Kim (Vesther Faruansy) Version 0.0.1c Date of Completion: December 19, 1999 (No time given) Date of Public Release: December 19, 1999 (No Time Given) Copyright Information --------------------- Unpublished work trademarked (tm) and copyrighted (c) by Mark Kim. All Rights Reserved. This file is basically derived from my own Daytona USA Compendium website (http://www.verasnaship.net/autoracing/). However, the information derived from that website will only include those pertinent to the strategies related to Daytona USA as a whole. It is unlawful to reproduce and/or retransmit this file in any way, shape, or form (regardless of the medium). This file can only be HTMLized by the sole owner of the file (Mark Kim) and it is unlawful to use this file for webmastering purposes regardless of the cause. It is a criminal act to use this file at a password-protected site where either user accounts are utilized and/or money is made through these accounts. Furthermore, this file is SHAREWARE and can only be used for personal and entertainment purposes, and only the following sites shall be granted an exclusive license to view this file over the web: * Verasnaship Interactive (http://www.verasnaship.net) * GameFAQs (http://www.gamefaqs.com) * Secrets of the Game Sages (http://www.gamesages.com) * Cheat Code Central (http://www.cheatcc.com) * Game Shark Code Creators Club (http://www.cmgsccc.com) It is a felony to use this file for any profitable (even if you fail to make any money out of it), promotional, and/or commercial transactional purposes (including but not limited to giving this file as some sort of bonus, gift, or otherwise which constitutes illegal sales) whether the content is good or bad. It is also a felony to incorporate any or all of this file into any gaming guides, game sites, magazines, or any other profitable publishing media that exists. Publication, reprinting, republishing, OCR-ing, or any other commercial transaction means that exist will violate all applicable copyright, trademark, and patent laws, and all International Treaties. Violators and transgressors will be subject to severe penalties to the maximum extent possible under the law. Currently, this document is being maintained and is the sole property of Mark Kim, and this file is protected by all applicable copyright, trademark, and patent laws in addition to all International Treaties. Any breach of copyright, trademark, and/or patents (which included to but not limited to plagiarism, stealing, laming, pirating, or otherwise) and/or failure to adhere to ALL PARTS of this disclaimer will result in severe criminal and civil penalties, and will remain in your criminal file. Mark Kim acknowledges and respects all copyrights, patents (pending or not), and trademarks whether if it's mentioned or not somewhere in either the FAQ Text File and/or site as no copyright infringement was intended. If for any reason I MUST USE any copyrighted resource, then credit will be given at the Acknowledgements Section for the common part. Note that whenever I give credit, I WILL NOT REVEAL ANY E-MAIL ADDRESSES AND/OR OTHERWISE in order to protect the privacy of the people for whom I give credit to. Proper credit is mandatory whether you are attempting to use this file as a resource to your own. If for any reason you do not agree and/or adhere to all of this legal disclaimer, then you should not use the Text Document. Daytona USA is a registered trademark and a copyright of the Daytona Speedway Association and is affiliated with the NASCAR Racing League. The Daytona Speedway is the sole, intellectual property of the International Speedway Corporation. All Rights Reserved. Daytona USA and Daytona USA 2 were licensed for recreational/amusement purposes by Sega, Toshihiro Nagoshi, AM2 under respect to all NASCAR and International Speedway Corporation Properties. Virtua Reality is a registered trademark and copyright of Sega AM2. All Rights Reserved. This FAQ has been created by Mark Kim in respect to all copyrights, as no infringement was intended. I'll make this simple: THIS FILE IS MINE AND THERE IS NO UNAUTHORIZED USE OF IT!!! NO PAID PUBLISHERS (ESPECIALLY EGM AND ANYBODY OF THE ZIFF-DAVIS FIRM) SHALL USE THIS FILE IN ORDER TO GENERATE INCOME OUT OF THIS WORK!!!! THIS FAQ HAS TO REMAIN FREE OF CHARGE AT ALL COSTS!!!! I didn't create this file so that some hack-writer can just slack-off and get paid for it!!! ======================================================================== HISTORY OF THIS FAQ November 27, 1999 ----------------- Daytona USA has been out for 5 years now and it's still a classic. I'm getting sick and tired of most people playing it improperly. I am aiming this guide at most people at Dave and Buster's because I have to get rid of the habitual tug-o-boat car-playing that I see every visit I make to Dave and Buster's. Notice that both the Mini-Guides and the Full-Version Guides have been released at the same date. December 19, 1999 ----------------- ALL RIGHT, ALL RIGHT!!! So my tips were not as advanced to your thoughts. Well, the Dinosaur Canyon strategies have been fixed in order to include some advanced strategies. Keep in mind that these advanced strategies require the use of the Manual Transmission, as it's the almighty tool for burning the competition to dust! ======================================================================== CONTENTS OF THIS FAQ * Newsflash * Overview * Basics * Sega's Virtua Reality System * Game Tips * The Tracks = Three-Seven Speedway (Beginner) = Dinosaur Canyon (Advanced) = Seaside Street Galaxy (Expert) * Do's and Dont's * Resources (if any) * Acknowledgements ======================================================================== NEWSFLASH As always, newer versions of this FAQ can be found at my primary web site, http://www.verasnaship.net. If you have any suggestions, fixes, or any other mumbo-jumbo that you have to share with me, then please use this convenient mail form at the following address: * http://www.verasnaship.net/text/emailme.html The only rules I'd like to enforce is that you keep your messages clean at all times. This file MUST be viewed in either Edit.COM, SimpleText, or through a Monotype Font like Courier New or the alignment will not be correct. If the alignment is not correct for any reason, please adjust your browser's preferences so that the fixed font width setting is set at both "Courier New" and at Font Size 10. Here's a sample text to see if your alignment is correct or not: 1234567890 ********** ======================================================================== OVERVIEW OF DAYTONA USA Daytona USA was created by Toshihiro Nagoshi in 1994 under cooperation and close supervision of NASCAR, Martin Marinelli Contractors, and Daytona International Speedway. This game boasted all the adrenaline Stock Car excitement in three fantasy tracks with realistic controls, Sega's Virtua Reality System, air bladdering, pedal feel control, and (the main reason why this game is so popular) the 1994-formula of Stock Cars. The Polygons moved smoother than those of Virtua Racing's, and the action's faster, meaner, and more vicious. For the first time in a Sega game, powerslides were allowed, though they are done in a more realistic degree as opposed to Namco's Ridge Racer. Daytona's seating accomodations allowed you to reduce the amount of leg/back pain caused during game play. This was also the first game to feature the Four-Speed Stick Clutchless Manual Transmission which is quite possibly a simulated version of the Manual Gearbox found in real-life Stock Cars. Though Super GT/Scud Race has surpassed Daytona as far as graphics are concerned, Daytona will always be noticed as the highest-grossing Deluxe Arcade Game of all time. Toshihiro Nagoshi then took two more years after the release of Scud Race to see what he can do to attract the American Audience once again (Keep in mind that Super GT/Scud Race didn't appeal to as many Americans as with other players around the world). ======================================================================== THE BASICS Braking: I strongly recommend that you rest your left feet on the Brakes, and the right feet on the Gas Pedal. There are two types of braking. Gas-Feed Braking occurs when you brake when you have the gas running. No-Gas Braking occurs when you release the gas and brake almost immediately. You need to know when to use whatever type of braking when taking on a certain turn in the race. There are times when you need to use some throttle when taking on a hairpin and there are also times when you have to release the gas for handling purposes. Some instances when you have to choose between gas-feed braking and no-gas braking is at Seaside Street Galaxy, where handling plays an important role. I'll let you know what braking you should use as this guide goes on. Powersliding: Powersliding is done when you tap the brake (almost immediately after you release the gas) in a straight line, and you fully bank your car to the direction you want to slide. While sliding, it's important that you have a good feel of the steering wheel in order to counterbank the fishtail. There are many ways to powerslide which follows: * Tap the brake while feeding in gas. While braking, turn the wheel hard and steer up. The chances of sliding depends on how loose the car's yaw tolerance is. * Release the gas pedal and wait for AT LEAST 1 second before powersliding. Now hit the gas while turning the steering wheel hard at the same time. The Hornet can only powerslide if you have the foot off the gas while turning and if you hit the gas while turning so this is not the ideal way of sliding. * Shift down to either 2nd or 1st gear to alter the Car's Yaw Tolerance. While the car's redlined, softly steer so that the car's able to slide without spinning out. Braking cutting too little gas has a tendency to throw you closer to the wall and grass. Please do all of your braking at a straight line and before a turn (Jarno Kokko standed true on this one on a document produced in cooperation with Eugene Moon). Here is the reason why Manual is more rewarding: If you place the gearbox at Third Gear, then the chances of kissing the outside destructive elements will decrease. You may want to use short taps of the gas pedal to reduce such chances anyway. You can do a quick 2-3 while on turns if you fee that you are still going too fast. However, there are bound to be corners when you can cut your speed and maintain your flame with the competition without having to overslide. In the Grand Prix and Endurance Settings, Oversliding or any means of Powersliding can wear out your tires and can make your car's handling even lousier the next time you face a tight corner, so try to keep oversliding to an absolute minimum on these two settings. As the turn ends, counterbank the car. To learn how to powerslide, use any car with the Manual Transmission (it's ludicrous) at 3-7 Speedway. The final turn should allow you to get used to the real-life powersliding mechanics in the game. You may wind up losing speed while sliding, so be prepared to take advantage of the gas pedal's potentiometers when doing this. Manual Transmission: Manual is a lot harder to drive than Automatic because you need to use the Gear Shift at the right side of the Steering Wheel. However, Manual provides even more confident handling on the technical tracks than the Automatic. If you shift to a higher gear too soon, then you will bog yourself down. If you shift too late, then you will lose some top speed. Be valiant on this. 0-70 mph (0-112 kmh) is the range for First Gear. 71-110 mph (113-177 km/h) is the range for Second Gear. 111-160 mph (174-257 km/h) is the range for Third Gear. Anything above 160/257 is fourth gear property. If you are using Manual, then don't bother using the brakes unless necessary as the gearbox should do it all for you. Tailgating/Slingshots: Tailgating occurs when you are trying to drift your car into the slipstream of your drones. To tailgate, line up your car so that you can touch the air of the drone for some speed increase. Be sure that you get out of the line as you pass the car or when you rear the car, the drone will gain speed and you will lose speed. This is an important skill to master if you want to get the fastest lap times in any track, and this is important to learn (in addition to Powersliding) at the Three-Seven Speedway. The best time to tailgate is at a Straightaway, where you can pick up the pace. You can tailgate at a corner, although it's rather dangerous to do. Grass and Walls: The Walls, if you happen to get in contact with, will violently cut your speed down, wear out your tires, and damage your car's body facing the direction you hit the wall. The Grass is even more terrible to deal with than the Wall because you will lose speed rapidly and progressively (resulting in a loss of time), and in addition to the loss of speed and some valuable ticks you will also risk burning or melting up the tires in a flash. It's important to avoid these two hazards at all costs if you want to bet for the fastest lap times. Try to finish each lap without any contact with the Grass or the barriers. A completed race without contact with the grass or the barriers means that you're finally learning something in the blue. BTW it's more likely that you will lose stability if you touch the grass for any reason. Also, neither of these are not your worst enemies (unless you want to go for a record time) since these two can be avoided with finesse. Drones: Your worst enemy in this game is not the Grass or the Walls (you can avoid them with skill and technique), and it's not the clock (although beginners will consider this one their worst enemy). It's the drones. Any contact with the drones will cause damage to your car. Although you try to strive for perfection for every lap (apart from the fact that you want a fast lap), overtime computer cars tend to pose the greatest threat in the race. Computer Cars tend to show intelligence in any track and the lower the time limit, the more intelligence the Computer Cars will show. In any corner, they can really be a big pain in the ass. Any rearending with the computer car will violently cut your speed down and do damage with your front. Any side-impacting with the drones will hinder your accleration and damage your sides. You can try to cut the car off by having the drones hit you from behind (but you risk damaging the back of the car too), but the worst you can do is to rear the drone going no faster than 20 mph at 200+mph WHICH CAN REALLY MAKE YOUR LIFE MISERABLE. Variating your experience: When you play your first game of Daytona USA, it's important that you don't play either the Advanced or Expert track since they contain a lot of blind turns. Also, I highly recommend that you start using Manual Transmission the first time you play it (even though it takes months of practice). Also, controlled powersliding (although you tend to lose speed and wear out tires by oversliding) is important to learn, so you better refrain from using Automatic. Manual Transmission allows you to control the car's yaw tolerance in almost any turn and there are times when you cannot slide due to narrow track, or so-so. Real Players Only: To play Real Players Only, insert your Tokens, select a track, and your car. Hold the Start Button while selecting your drivetrain and you'll be able to challenge your best lap time without those damn drones. In order to do this on the MultiPlayer Mode, all players must hold the start button while selecting their drivetrain. This is better to do if you want to practice. Otherwise, you minus well just try to play a game with your worst enemy, drones. Getting a good start: In the Beginner Track, you start with a rolling start. In the other tracks, you start from a Standing Start. In Daytona 1, hold the brake all the way down while you are revving the engine to about 7000 RPMs. As the announcer says GO, controllably hesitate and release the brake and as soon as you hit about 45 mph (72 km/h), floor it. Timing is critical when doing a jump start on Daytona 1 and this may take some practice to master. This is something important to know so practice with this one when you play the Advanced and Expert Tracks for the first time. Note: The reason why I said hold the tach at 7 is to make sure that you are getting a good start. However, you can hold the tach at any area of the Yellow Region of the Tach, provided that the timing of the Rocket Start is right. You can hold the tach at 5100 RPMs and still get the timing right provided that you know how to do it correctly. You might be able to get a more confident Rocket Start if you hold the tach at 7 or maybe just a bit under, then at the start, release the brake and don't move your foot until your tires stop sliding, which when done correctly should be just 1/4 a second. then floor it. ======================================================================== VIRTUA REALITY VIEWPOINTS AM2's tradition of providing you flexible views. You can use the four VR buttons to change your views during gameplay. You can either view the action inside the car, inside the car with the hood, above the car, or above the car wide. To be more self-explanatory, here are the VR Facts: VR1: This viewpoint button allows you to see the screen like you would turn on your headlights. This is good if you want to have a good feel of the car, but I don't recommend this view because you are not able to see what direction you are going when you are sliding through a terrible hairpin. VR2: This is pretty much like you would see in real life racing. Not only you are able to see the hood (to assess damage at the front), but you are able to see what direction you are sliding. Going inside the car is rather tedious because you can't see who's sneaking up on you at your left or right. VR3: You'll get a good portion of view (at least a little) from the left and right. Unfortunately, the car is too close to see who is close in front of you, and it makes it hard to tailgate when you need to make the most out of it. VR4: This is the preferred view of playing (although reality is greatly hurt from this view). Not only you get to see who's sneaking within your sides, but you can also see who's coming in front of you, and you can time your cornering attempts more efficiently. I'm not sure if Daytona USA has hidden views as with Super GT/Scud Race and Daytona 2, though. ======================================================================== GAME TIPS * A good rule of thumb is not to play the Technical Tracks your first couple times through since they are the most frustrating tracks in the game. Even though Automatic is easier, I recommend that you always play this game using Manual Transmission at the Beginner Track. This way you can get accustomed to the game's basics. Later on, when your skill rises, then you can try the harder tracks. * Try to tailgate (lining up the car at the same line your drone is at to milk up speed and getting out of the way as you pass the drone). It's impossible to keep up with the competition (as well as with the lead car) without using this technique at its fullest. In order to tailgate without error, master this technique at the Beginner Track. * It's almost impossible to keep up with the competition at harsh corners without having to slide at ludicrously high speeds. At first, take on the corner at low speed with some sliding. As your skills increase, you can slide ludicrously at higher speeds. Just make sure that you are not going too fast and forcing yourself into near-spinout experience. * If you need to recover from sliding from terrible turns (like the turns in the Expert Track), then it's the utmost importance that you don't hold the gas all the way down while sliding. The way I take most of the turns in the Expert Track is to release the gas, slow down, start sliding, straighten out the car, and floor it as soon as the car's nice and straight once again. In Daytona 2, a good feel of the gas is required to keep the car inside the track during bad turns. I found the cars in this game harder than in Daytona 2, though. * Just like Jarno Kokko and Eugene Moon said in their FAQ, learn how to use the Manual (In Indy 500, you can only get first place if you drive Semi-Perfectly and if you used the Manual Transmission, which pisses me off!). All it takes is a little more effort on how to shift up and down. Acceleration is slightly crispier with the Manual and curb weight is marginally lighter than the Automatic, resulting in a sheer increase of speed. 4-1-4 Shifting is acceptable, as long as your timing is right and as long as you are in complete control of the car at all times. Manual makes it easier for any Stock Car to slide through horrible turns through use of the gearbox and at times, when used properly, can smoothen up the yaw faster than the Automatic Transmission. ENCOURAGE ANY OF THE LADIES TO USE THE MANUAL TRANSMISSION. * Staying as low as you can with the turn is the best way to take on the corner, but there will be times when Drones will be staying low too. In some cases, drones will be reluctant to let you pass. Try to stay low without any contact with the drones. * If for any reason any computer drone tries to block you while you're trying to stay low on the turn, try to move from the outside of the track *just right* so that the drone will be able to block you at the outside of the turn. Quickly return to the Inside of the track. Be careful as some cars won't fall for the sneak-in technique. * Never, ever, ever touch the barriers, grass, or enemy cars whatsoever, no matter what you think your move may be! * Since you start in last place, the problem is overtaking Computer Cars. Although Starters will consider the Time their worst enemy, and although Tips and Tricks consider the Grass as their worst enemy, in Daytona USA, the Computer Cars are your worst enemy overtime. You not only lose speed if you rear them or hit them in any fashion, but you also risk damaging your car's body and you risk doing damage to your engine, suspension, and transmission as well. A healthy race can be ruined by a few hits on any car and a rearing at a 20 mph/32 kmh moving car at speeds of 200 mph/322 kmh or better IS THE WORST THING YOU CAN EVER DO. * As Jarno Kokko declared, do all of your slowing down before the turn, as braking during a turn may throw you off the track. If you need to make some last-minute slowing down in Daytona, then it's better for you to use rapid-taps to the gas. However, my way of negating chances of kissing "off the track" is to a quick 2-3 with the Manual of course. ======================================================================== EASTER EGGS Easter Eggs can be found at Secrets of the GameSages at the following address: * http://www.gamesages.com ======================================================================== BEGINNER TRACK Track's Name: Three-Seven Speedway Number of Laps formost machines: 8 Laps Entries: 40 Cars Difficulty Level: Beginner Course Length: 1 Mile Number of Turns: 3 Ideal Lap Time: Under 18"000 Ideal overall: Under 2'20"000 (It's tough!!!) Type of Start: Rolling Start. Note about Rolling Start: Always keep the Gearbox at 4th Gear and make sure you're giving out full gas. Author's Best Lap: No Data Author's Best Overall: 2'19"xxx with Manual Transmission ======================================================================== INDEX OF TURNS 1. Base Bank 2. Roulette Wheel Curve 3. Sonic Mountain Hairpin Loosely based on the infamous Daytona Motor Speedway at Daytona, Florida with some cute scenery placed in by AM2. Three-Seven Speedway is a high-speed fight against 40 cars through a 1-mile oval track complimented with three high-speed banks. Beginners will have a problem with the 40 car count and the Mount Sonic Hairpin near the final stretch of the track. It's nearly impossible to finish the track with a time limit setting of "Expert" unless you learn how to use the Manual Transmission. Much of the basics can be learned in this track, from tailgating cars (The Lucky Seven Straight) to sliding at "Turn 3" (Mount Sonic). I'm aiming this FAQ mainly at scrubs who are into much of the lame "crash-to-win" games because this game lives primarily for one reason: hardcore gameplay!!!! Unless you learn how to take the Mount Sonic Hairpin with style, you will find yourself having a hard time to complete this track because most machines may have a time limit setting of "Expert", which means that you only have 151 ticks on the clock to finish this track. Regardless of gender, age, or whatever the bushururu would be, it's Manual all the way, and you need to be easy on the steering wheel. Daytona USA stands tall (even at 5 years of age) for its stock car-like feel of the steering wheel. My Note: In the 1993 release of the game, the computer cars in this track all fought you cheaply, which is no mistake why another release of this game was necessary to revise the program so that the computer cars wouldn't fight you cheaply on the beginner track. The Number 20 "MISS Insurance" Car was an overly cheap opponent on this track that soon he was toned down that even those who are adjusting from Automatic to Manual would be given a chance to get to First Place even with a modest achievement of 2'24"xxx. I will only go Manual on this track since much of the track's focus is on speed. Note that you can only go 197 mph on Automatic as opposed to the robust 203 mph on Manual (That's 313 kmh with Automatic and 327 kmh on Manual). Start of the Race ----------------- With the rolling start, you should keep the stick at Fourth Gear and your feet on the gas pedal at all times. If you are using Automatic, then you should keep both hands on the wheel and fully floored. Even with the Manual Transmission, the only time you will ever need to use the Gearbox is at Mount Sonic. You will be going about 201 mph as you start the race. Carefully milk up the cars and prepare for the first turn. Base Bank --------- You should have no problem with this turn. Stay low in this turn for as much as you can and as the turn terminates, move to the outside of the track so that you can allow some room for apex-clipping on the next turn. Roulette Wheel Curve -------------------- Start from the Outside and move into the Inside of the turn. You should barely miss the wall if done correctly. Never, ever, ever try to jerk the wheel too hard or you may hit the wall. If you are at the outside of the turn, then carefully clip the apex and fast-out of the turn. The ideal speed for this one would be 206 mph/332 kmh with some apex cutting. However, if you are going inside, then you may have to go a bit slower since Turn 2 is a lot more dangerous than Turn 1, though this turn isn't as dangerous as Turn 3. Mount Sonic Hairpin ------------------- Listen, I'm getting sick and tired of people at Dave and Buster's playing Turn Hard Left, Full Speed Ahead games. Pay attention right now as I'm going to help you take this turn without any barrier masturbation (tm). Notice that "there's a crevice at Turn 3" meaning that you will encounter a tight turn with concrete on the right and massive grass at the left. Don't be at the extreme right of the track because from a test game of Daytona USA 2 with the Scorpio Car, drones love to stay as low as they can so stay right *just right* so that you can clip the apex. From the coach's speech, "Tap the Brake", right after you hear the word "Brake", downshift to First Gear. Start sliding and at the same time shift back to Second Gear. When your speed is in between 180-185 mph (290-300 km/h), shift to Third Gear. Shifting to Fourth Gear while taking on the Hairpin has a tendency to overincrease your speed so don't go to fourth just yet. Smoothen up the car after exiting out of the turn and once the car is back nice and smooth, shift back to fourth. A rant: There doesn't seem to be a great spot where you can do your controlled slowing down before Turn 3 in this game but if you can manage to shift to First Gear when your coach says "Crevice", then shift to Second when your speed drops to 190/306 (A/B figure, where A is MPH and B is KMH) and back to Third when your speed drops to 185/300. The timing is hard so it's best to start slowing down in between the words "Brake" and "There's". Try not to shift back to Fourth until you are finished with the turn. If you kiss the wall, then your speed will violently cut down. You will continue to lose lots of speed every time you kiss the wall and if you have kiseed the wall the sixth or seventh time, then your speed will be lousy, with abmyssal acceleration. Time the turn too early, and you will eat the grass, causing a major spin-out. Failure to adhere to this section of this file will result in harsh embrace of the concrete, thus damaging your car and ruining up your tires. No wonder Daytona USA was the first game to ever simulate tire damage. Every time you slide on a same turn, traction begins to get worse, thus it feels slippery like ice the next time you get there. If you have taken the Mount Sonic Turn correctly, your speed should hit about 190 mph (306 km/h) by the time you hit the Next Lap Line. Eight Laps on most machines to finish the race. Without any flaws on this track, your time should be under 18 seconds for each lap with the Manual Transmission. Hopefully, you should be under 2'20"00 by the time you finish the race. It's possible to reach a time of under 2'17"00, though the cars are pretty nasty in this game. ======================================================================== ADVANCED TRACK Track's Name: Dinosaur Canyon Number of Laps formost machines: 4 Laps Entries: 20 Cars Difficulty Level: Advanced Course Length: 2.25 Miles Number of Turns: 10 Ideal First Lap: Under 52"000 Ideal Subsequent Laps: Under 45"000 Ideal overall: Under 3'05"000 Type of Start: Standing Start Author's Best Lap: No Data Author's Best Overall: 3'01"xxx with Manual Transmission ======================================================================== Index of Turns -------------- 1-2: Spectator's Area 3. Uphill Grade 4. Tunnel Prelude 5-6: Tunnel Aftermath 7. Intersection Curve 8. Windmill Hairpin 9. AM2 Memorial Curve 10. Fossil Tear Curve Overview -------- A hilly canyon that starts out to be easy, but tends to get tough on the second half of the track. You do your High-Speed Racing on the first half of the track and do your Technical Racing close to the Second Time Extension. There are four evil turns that will fool you if you are not capable of drifting and apex-cutting, so be on guard at all times. There's one turn that you have to worry about, which is the Fossil Tear Curve at the final stretch of the track. This turn is hard to maintain your speed well because there's no banking during the curve, which really boosts up the challenge. You should be able to learn how to skid at the Mount Sonic Hairpin at the Three Seven Speedway. If you are planning to use the Automatic Transmission for this track, then keep in mind that you only need to keep the foot off the gas at the Fossil Tear Curve. If you are a klutz at the AM2 Hairpin, then you may need to keep the foot off the gas right there as well. Automatic Transmission: Here I will try to strike a good balance between Speed and Handling. This may not be the best way to intake a nasty turn but I will try to take things easy as much as possible. Scrubs defintely need heavy assistance in this track and in the expert track as well. Manual Transmission: I will give you my kick-ass techniques right in this track as you fight your way through Daytona's murderous track in the game. You really don't need the brakes for this track, with the exception of the jump start. Just shift from high to low to maintain better control through harsh turns and watch the gas feed at certain points of the turns. Note: In the 1993 release of the game, the cars are all overly cheap and will eventually try to ruin your lap times. However, the computer cars have been toned down in 1994 machines so that you can complete this track with higher confidence. Some of the overly cheap cars included the Number 16 Tune Insurance Car (Number 16 Petreloil Motor Oil in Daytona 2), both Starline Performance Cars (Number 12 and 13), and the Number 20 MISS Insurance Car (Number 69 Car Ex Performance in 1993 Release, Number 20 MISS Insurance in 1994 Release, and known as the Number 20 Morrison's Inn Car in Daytona 2). Be careful not to get involved in a major 20-car pileup in any part of this track. Start of the Race ----------------- It's time to play around with the big boys as you will no longer have any rolling starts. The best way to deal with this type of race start is to hold the tach in between 7-8 revs and hold the brake down as you keep the tach at 7 and 8. When the lights turn green and as the spectator says "GO!," hesitate for a split second then release the brake while keeping the gas floored at the same state you revved your engine at during the countdown. After a second or two of acceleration, floor it. Critical timing is required with this one but once you master this important art, pass a few cars and laugh out loud. WARNING: A JUMP START WILL ALSO ANGER SOME OF THE DRONES SO BE PREPARED FOR SOME OF THE WORST JUST BEFORE TAKING ON THE UPHILL RIGHT BANK. Regardless of the transmission, you should always strive for a Jump Start. ATers may need to use the brake in four instances overall but MTers shouldn't be able to use the brake other than the Rocket Start. Spectator's Area ---------------- This is a Simple Ess Curve which can be taken at full speed. Provided that you are not doing any harsh yanking of the wheel, you shouldn't be losing any speed at all. Uphill Grade ------------ Stay low with this long banked easy right at all times. I personally would align the white shoulder chalk in between the Hornet's headlights, though it's kind of a risk. If you can keep yourself low just about the way I personally (and Eugene Moon and other Daytona players) did, then you shouldn't be going any slower than 199 mph (320 km/h). Be warned that ATers will be going pretty slow on this turn so be prepared to face some resistance right here. Tunnel Prelude -------------- Stay low on this turn but don't turn the steering wheel too harsh or you might go off the track and get into a spectacular crash. Just stay easy on the wheel and clip the apex of the S-Curve. Be careful not to hit any vehicles on this part of the section as passing seems to be really difficult before the Tunnel. Now you should do some tailgaiting at the tunnel to pass a few cars. Don't let the Tunnel straight fool you as there will be some curves near the end of the tunnel and the Technical Section is about to start right after you exit the tunnel, so stay calm on the steering wheel. Starting your Technical Racing ------------------------------ This section consists of 4 parts: 1. The S-Curve after the Tunnel 2. The Intersection 3. The Windmill Hairpin 4. The AM2 Memorial Curve Avoid yanking the steering too hard on the Easy S-Curve before the Intersection as you might lose control as you enter the Intersection. Every ounce of car control counts from this point on. Gently cut the apex of the easy s-curve and make sure that you are lined up at the left side of the track before the Intersection. As you are about to enter the Intersection, do the following: Automatic Transmission: Lightly tap the brake and slide rightwards. By the time you cross the First Time Extension, you should be finished sliding by smoothening up the car. You might be dropping way below 195 mph (314 km/h) but you should be running in at least 190 mph (306 km/h). Manual Transmission: When you are about to enter the Intersection, shift down to Second Gear and almost immediately start sliding. Shift back to Fourth Gear when your speed drops down to 200 mph (322 km/h). You should be able to have the car back nice and smooth by the time you reach the Second Time Extension. Too early of an intake may lead to grass contact at the right side of the track whereas too late of an intake may lead to harsh fence contact at the left side of the track. Timing must be right to maintain ludicrous speeds for this one. You should be able to run at a straight line at 200 mph (322 kmh) crossing Check Point 2 if your timing was right. Note: Keep the foot on the gas for the Intersection. Now you are going to confront the Windmill Hairpin, which is IMO the worst turn in this track. You should be at the left side of the track when you cross Time Extension 2. Always start sliding from the first warning sign or you might eat the grass and the fence at the left side of the track. Do the following to avoid such commotion of the car: Automatic Transmission: When you are about to "touch" the first warning sign, brake and then start sliding rightwards. If your timing is right then you should be able to barely miss the grass and the rock at the right side of the track. Be sure that you counterslide as you exit through the turn to avoid losing control. Keep the foot on the gas for the Windmill Hairpin, even though it's pretty much a crappy turn. At the straight before the AM2 Hairpin, you should have the car nice and smooth. About 175 mph (282 km/h) while sliding would be reasonable right here. Manual Transmission: From the first warning sign and from the extreme left, downshift to First Gear and start sliding. When your speed drops to 185 mph (300 km/h), shift back to Fourth Gear. Exit the turn by countersteering and keeping it floored at fourth. If you feel that your car is going to kiss the left side of the track and is going to eat the fence, then don't brake or use taps of the gas. Just keep the foot on the gas at all times. Do a 2-3-4 to lock the wheels and to prevent your car from going out of the track. You can take this turn at higher speeds by shifting to First Gear and begin sliding at the first warning sign and immediately shifting back to Fourth once the slide's reasonable enough, but you need to shift down to Second Gear and shift to Third Gear at the Middle of the Turn and refrain from going to Fourth Gear until the turn terminates. I've heard that S'Pore does 4-1-4-2-3-4 on this turn but it's kind of hard because of the strict timing of this turn. If you MUST do 4-1-4-2-3-4, then from the first warning sign, downshift to First Gear and start sliding. When your speed drops to 192 mph (309 km/h), shift back to Fourth Gear and almost immediately shift to Second Gear. When your speed drops to 180-185 mph (290-300 km/h), shift to Third Gear. Smoothen up the car as you exit through the turn and shift back to Fourth Gear after smoothening up the car. This is really difficult to do because of the harsh timing of this. Note: Anybody at S'Pore, please correct me on this 4-1-4-2-3-4 phenomenon if I'm wrong with the timing. Make sure that the foot is on the gas all the way even on the Windmill Hairpin. Experts Only: At the first warning sign, downshift to 2nd, and make sure that you drop your speed to 185/298 before shifting back to Fourth. Make sure to keep your foot on the gas at all times. This is a tough technique to learn but the rewards are pretty significant. IMO 4-1-4 at 185/298 or below (but now lower than 180/290) is the safest bet. Next we have the AM2 Hairpin, which is actually a banked hairpin with Tire Marks. You want to start this turn from the right side of the track and use the Tire Marks on the bank of the turn as guides to help you slide this turn apex-clipping style. Automatic Transmission: Brake at about 155 mph (250 km/h) and keep the foot off the gas since you might go off the track if you bother to keep your foot on the gas. Slide within the Tire Marks and countersteer ONLY after the exit of the turn. Smoothen up the car and start flooring it to the max. Don't brake while during the turn or you might go off the track. Manual Transmission: Shift down to First at a straight line and slide and make sure to slide while the tires are hugging the tire marks. When your speed drops below 165 mph (265 km/h), shift to 3rd. Make sure that the yaw angle is tolerant enough to prevent you from hugging the grass. You may need to keep the foot off the gas to make things less hairy in this turn. After the turn, floor the gas and straighten up the car (but make sure that the wheels aren't squealing). At a straight line, immediately shift back to 4th to get some speed going. It's possible to keep the foot on the gas with the Manual Transmission during this turn, but the timing of having to exit the turn without kissing the grass is a lot harder. Experts Only: You definitely need to use the Tire Tracks tightly for this one. Find a good spot to downshift to First Gear and when your speed drops to 170 mph (273 km/h), shift back to Fourth. Make sure that your foot is on the gas at all times for this one. Be sure to smoothen up the car at the middle of the turn or you'll either kiss the grass or overspin the tires, causing major tire burn. Strong countersteering is required with this one as this turn is really tight. Fossil Tear Curve ----------------- You're near the end of a lap at the grueling Dinosaur Canyon, but you have yet to undertake the dreaded Fossil Tear Curve. This turn must be slippen and slidden at high speeds to retain your position. No ifs, ands, or buts. Immediately dart into the left side of the track right after you finish up with the hairpin. You can milk up some cars for some much-needed higher positions, but don't let this straight fool you as the Fossil Tear Curve isn't forgiving at all. As the slope terminates, your speed should be at least 200 mph (322 km/h). The Slope's Termination also signals your cue to start responding to this turn. Automatic Transmission: You should be at the left side of the track during the termination of the slope. Exactly at the termination of the slope, brake and start sliding. Don't exceed 180 mph (290 km/h) or you might kiss the grass at the left side and DEFINITELY KEEP THE FOOT OFF THE PEDAL because this is definitely the best time to release the gas pedal since the turn's not banked at all. Smoothen up the car once you can exit the turn without drama and floor the car at a straight line. If you were lousy on this turn, then you might have to pay the Pit Crew an accidential visit. Manual Transmission: There are two ways to take this turn as described below: * As the slope ends, shift down to 1st and almost immediately start sliding. The yaw's angle should be tolerant enough to prevent you from touching the grass and allows you to stay as low as you can in this turn. When your speed drops below 180 mph, shift back to 3rd (or if you want to mesh up the yaw a little bit more, 4th) and I strongly recommend that you keep the foot off the gas until the turn ends. As the turn ends, smoothen the car up and almost immediately floor the gas. When the car's travelling at a straight line again, shift back to 4th. Part of the reason why I mention shifting to 3rd after the yaw is tolerant enough to cut the apex is because I want to keep the car as stable as I can. * As the slope ends, shift down to 2nd and almost immediately start sliding. As soon as the yaw's angle tolerance is at about 70 degrees, shift to 3rd. Definitely release the gas pedal once you shift down to Second Gear as the car becomes unstable once you start sliding. If you want to shift back to 4th, keep the foot off the gas at all times. Either way, I recommend keeping the foot off the gas right after you start sliding to ensure maintenance of the car's stability. As the turn ends, you should have the car smoothened up. When you are back inside a straight line, floor the gas and almost immediately shift back to 4th. This one is a little bit riskier than the 4-1-3-4 method because you're throwing yourself at the leftmost grass area and possibly into your way on an unwanted pit stop. Never go above 185 mph (300 km/h) with the Manual Car either way as this is grounds for grass and concrete intercourse before the turn ends. * Just before you hit the flat surface, get the foot off the gas, shift down to First Gear until your speed reaches approximately 182 mph (293 to 295 km/h), then shift back to Fourth Gear and _slowly_ feed in the gas. THIS TECHNIQUE REQUIRES THE TIGHTEST FEEL OF THE GAS PEDAL so don't get mad if you can't get it right the first time. When mastered, you *should* be able to exit this crap turn at least 185 mph (300 km/h if you are using the Metric Speed Measurement). Four laps on most machines to finish this race. Hopefully, your first lap will be under 52"000 and every subsequent laps will be under 45"000. Remember higher speeds through the turns are possible, though my experimentation is rather limited here. If your time is under 3'00"000, then that's great. ======================================================================== EXPERT TRACK Track's Name: Seaside Street Galaxy Number of Laps formost machines: 2 Laps Entries: 30 Cars Difficulty Level: EXPERT!!! Course Length: 5.75 Miles Number of Turns: 27 Ideal First Lap: Under 1'46"000 Ideal Second Lap: Under 1'41"000 Ideal overall: Under 3'25"000 (IT'S TOUGH!!!) Type of Start: Standing Start Author's Best Lap: No Data Author's Best Overall: 3'22"14 with Manual Transmission ======================================================================== Index of Turns -------------- 1-2: Median Heaven Prelude 3-4: Start of Television Corridors 5. Television Entrance 6-7: Television Chicane 8. Television Corridor Aftermath 9. Jeffry McWild Tear Curve 10. Virtua Seaside Intersection 11. Beach Sharp 12. Uphill Hairpin 13-14: Heartland Grass Area 15-17: Mountainside Turns 18. Back to the Drawbridge 19. Exit to the Space and Pirate Area 20-21: Space Shuttle Curves 22-23: Space Shuttle Ess 24-25: Space to Pirate Ess 26. Pirate Ship Hairpin 27. Back to the Drawbridge Comments -------- This is hard. I don't want to explain it any longer. Don't expect to master this track your first couple of times as this track tests your ability to be a competent driver rather than on speed. Your main concerns will be negotiating the Television Area, from the Heartland back into the Drawbridge Highway, and the Space Shuttle and Pirate Ship Areas where you face two of the trickiest turns in the game. Awkward Corridors, booby traps, and even amalgamations of some of the crappiest turns you've encountered at Dinosaur Canyon are waiting for you as you try to win the Seaside Street Galaxy Cup from the Number 55 Evangeline Motor Oil Car, who's a serious problem in this track. Automatic Transmission: Well, I guess that most of the time you will need to keep the foot off the gas because virtually every turn in this track HAS NO BANKING AT ALL. This is important to know because if you want to beat the track even with the modest AT, then you will need to pay good attention to it. I'll try to play safe, but I'll also try to be as fast as I can with this, despite its lack of speed. Manual Transmission: I have to agree with both Jarno Kokko and Eugene Moon. It is highly recommended that you learn how to use Manual Transmission, regardless on how hard the turns will be, and NONETHELESS, HOW NASTY THE CARS CAN GET!!! You can only perform kick-ass techniques with the Manual Transmission, so keep that in mind as well. With Manual's better handling and grip in tight situations, it looks like that this drivetrain could be the choice in this track. The same thing goes with Daytona 2. Regardless of the car, you have to use Manual if you want to finish the track fast and clean. Start of the Race ----------------- Begin the race with the rocket start trick you've learned at the Dinosaur Canyon Track. Getting a good start is EXTREMELY IMPORTANT for this track since you don't have enough time to spare in this one. Every second counts and every correct turn intaking counts as well. Milk the cars for a couple of higher positions but don't let the straight fool you because we have a "hard-on-the-steering-wheel" negating S-Curve coming up. The S-Curve ----------- You should try to ease up on the steering wheel as being hard on the steering wheel would produce some serious problems. Try to stay low with these turns but don't yank the steering wheel too hard. It may be relatively nasty but if you took the time to master knowing how to "NOT turn too hard on the steering wheel", you should be OK. See, the steering wheel is super-sensitive! The Television Tunnel Entrance ------------------------------ This is your first main concern in this track as it's really hard for me to explain in just words alone. To reduce the severity of your entrance into the Television Tunnel, try to cross the median at Turn 3 and return back to the main track when you are about to enter inside the Television Tunnel. It takes time to avoid the pillars while trying to "smooth out" your entrance to the TV Corridor, so don't get mad if you hit something. To be more specific, here are the strategies... Automatic Transmission: Don't get mad if you can't master this track your first couple of times since this is the most awkward situation in any racing game. All you need to do here is to just cross the Median and make sure that you are aiming towards the Television Tunnel and not hitting any pillars and/or concrete walls while you're at it. When you touch the median for the first time, release the gas and brake to about 155 mph (250 kmh). Do your braking at a straight line because if you EVEN try to slide, then you may get into a spectacular crash. Keep your foot off the gas at all times while taking on this awkward corridor. When you are about to enter inside the Television Corridor, smoothly enter inside the corridor and avoid any sliding. Close to the Second Time Extension, your car should be back to Smooth Condition and at a straight line, slam on the gas. Again, this awkward corridor takes patience so don't get mad if you can't master it for the first time. Manual Transmission: Make sure that you are aiming right at the Television Tunnel when doing this. When you cross the Median for the first time, release the gas and downshift to First Gear. You might need to brake if you think the corridor may be too much to take. When your speed lowers down to 160/257, shift back to Third, BUT DO NOT YANK THE FOOT ON THE GAS JUST YET since this is an extremely awkward corridor. Hopefully, you won't be going any faster than 160/257 by the time you enter the Television Tunnels, but you won't be able to drop below 150/241 provided that you've got the timing right. You might want to go a bit slower to make this rather awkward tunnel less hairy. Try not to go above 155/250 on this corridor, though. Also, try to avoid sliding as Manual Transmission has a high tendency to throw the Hornet Car into a slide more often. Close to the Second Time Extension, the car should be already smoothened up and before the Easy Left after the awkward tunnel, slam on the gas BUT DON'T SHIFT TO FOURTH JUST YET. When you are at the straightaway close to the Second Time Extension, shift to Fourth Gear. Be careful if the tires begin to squeal, though. Note: I've read Eugene Moon's and Jarno Kokko's Daytona USA FAQ regarding about an advanced strategy Eugene Moon did on the Expert Track. IT'S REALLY DANGEROUS TO DO THAT TECHNIQUE MENTIONED IN THE KOKKO/MOON FAQ because you will also be doing lots of damage to your tires anyway. Also, you will be sliding a lot on this track which will also contribute to some of the tire wear so don't do the advanced technique mentioned on the Kokko/Moon FAQ as EVERY BIT OF YOUR TIRES WILL COUNT. Remember, the more you can avoid the dreaded concrete and the grass, the longer your tires will last. Please note that if you choose to touch the grass, not only will you get bogged down, but you will also be doing some damage to your tires as well (since the lawn will overspin your tires, causing massive tire burn). If you have gotten past through the Television Area, OK now you will be facing four obscene turns meaning that you will rarely be at Fourth Gear right in this section of the track. If you frequent Dave and Buster's (where there's a super-expensive 8-player Daytona USA unit), then you will need to pay attention to the following to make those expensive "chips" count. Jeffry McWild Tear Curve ------------------------ This turn is a lot more deadlier than the Fossil Tear Curve and happens more sooner and is shorter in length. The timing of this turn is a lot harder than in Dinosaur Canyon as you don't have a termination of the Downgrade to aid you anymore. You will need to pay close attention to this if you want to go fast at this turn but thus stay safe on this one: Automatic Transmission: Try to find a great spot to cut the apex using the tried and true out-and-in technique. You will be at a modest speed when doing this so keep that in mind. Brake and tilt the wheel hard at the same time and keep the foot off the gas at all times until you are finished with the turn and the car is back in a straight line. If the yaw isn't too loose, then you shouldn't be spinning out while taking this turn. Don't go any faster than 160/257 for this one because this amalgamation of the Fossil Tear Curve has LOTS OF CONCRETE that can really wreak severe havoc on the scrubs. Manual Transmission: Here, you also want to find a great spot to cut the apex using out-and-in, but you shouldn't be using the brake here because the Manual Gearbox does the slowing down for you. Downshift to First Gear while your foot is on the gas and after you drop below 165/265, remove the foot off the gas (if you want to to make it less hairy) and shift to Third Gear. Even though you may be sliding, shifting to Third Gear should smoothen up the car's yaw, thus giving Manual Transmission some advantages over Automatic. You should already have the car smoothened out as you exit the turn and you should shift back to Fourth Gear. Battle at the Virtua Inn Seashore --------------------------------- Don't let the slope fool you because right after the seemingly easy right, the Beach Sharp Left follows so instantly that you barely have any time for some error. You may need to stay on the left side of the track and make sure that you are maintaining a speed range of in between 175-185 mph (282-300 km/h). Don't slide on the easy right because you will need every ounce of control for the Beach Sharp Left. Cut the apex of the easy right and stay at the right side of the track whilst keeping the speed below 186/300 at all costs. You should be at the right side of the track when you exit from the easy right as the Beach Sharp Left happens so soon that you don't have much time to prepare for that turn. It's a REALLY SHARP left that there are several conditions that you need to follow. Automatic Transmission: You should be at the right side of the track right after you finish cutting the apex of the Easy Right at 186/300. The reason why I am so vehement into staying at the right side of the track is because you will have to be using the out-and-in technique to avoid any unnecessary loss of speed for this one. Find a good spot to brake and release the pedal at all times. Definitely brake to under 165/265 at all costs and start sliding. You should be able to cut the apex and barely miss the grass and a possible wall hit if you time it right. YOU MUST BE SLIDING, KEEPING THE FOOT OFF THE PEDAL, AND GOING NO FASTER THAN 265 KM/H (165 MPH) if you want to stay competitive. After the Beach Sharp, straighten up the car and prepare for a deadly amalgamation of the Windmill Hairpin and the AM2 Memorial Curve after Time Extension Number 3. Manual Transmission: It is the utmost importance that you do not go any faster than 165/265 at all costs in order to maintain your edge over the drone cars. You should be at the right side of the track when you finish with the Easy Right. Even though this turn is crappy, don't bother using the brakes because the Gearbox does the slowing down for you. Shift down to First Gear while your foot is on the gas and after you shift down to First Gear, get your foot off the gas. When your speed drops down to 165/265, shift back to Third. DO NOT start the turn at over 165/265 as you may touch the grass and even undergo an unwelcome touch from the dreaded fence, doing massive damage to your car. You must be sliding and keeping the foot off the pedal to make this trick work for you. Straighten up the car once you finish this turn and shift to Fourth Gear after smoothening up the car. The Uphill Hairpin ------------------ The straightaway's rather short so don't let the straight fool you. This is definitely a combination of both the Windmill Hairpin and the AM2 Hairpin Turns at the Dinosaur Canyon Track. This is possibly the most intricate turn to undertake in the first half of the track (This track has two hairpins). However, there is a pointer to take on this dreaded hairpin: Automatic Transmission: Stay on the left side of the track just before you cross the Third Time Extension. Just a little after you cross the Third Time Extension, brake and release the gas. When your speed drops to about 145/233, stop braking and start sliding. Lousy timing will result in some modest lawn-mowing, which will also ruin your tires in addition to bogging you down and causing an outbreak on your car's yaw tolerance. If your timing was right, then you should miss the grass on both sides of the track. After the turn terminates, straighten up the car and then slam on the gas at a straight line. Manual Transmission: Do the same thing as with Automatic Transmission, but this time, a little bit after you cross Time Extension 3, shift to First Gear while the foot is on the gas. Start sliding and remove the foot off the gas as soon as your sliding's good enough to avoid the grass at the left. Be sure that you shift back to either third or fourth immediately after you get the foot off the gas. At the end of the turn, get the car nice and straight, go back to Third Gear, and pedal to the metal. I often have problems with this turn because this is where I tend to face a lot of drone resistance in this track. If done correctly, you should be dropping no slower than 145 mph (233 kmh) but you shouldn't be going any faster than 150 mph (241 kmh) either. Timing is required if you want to take this turn without drama. Note: You may need to do a quick 4-2-3-4 if you feel that you might kiss the grass. Sometimes doing 4-1-4-2-3-4 with the gas as reduced or at no feed sometimes helps your tires and your position inside the track. The Heartland and the harsh way back ------------------------------------ Right after you exit from the hairpin, there shouldn't be any problems until you reach the next right turn. At the right turn... Automatic Transmission: Brake a bit while keeping the foot on the gas to loosen up the yaw a bit. You should be cutting the apex of the right turn. Release the pedal right after you start sliding. Hopefully, the slide will also last for the first part of the Mountainside S-Curve which proceeds the Fourth Time Extension. Now at the end of the Mountainside S-Curve, you should be turning left. Depending on whether your risk of slamming into the concrete is high or not, you may need to give a little bit of gas. Try not to slide here at all as the entrance back to the Freeway is extremely narrow. Either way, don't go over 155/250 in any turn from the first hard right as you will either touch the grass or hit the concrete really hard if you do so. When you have smoothened up the car from the ramp, then pedal to the metal. Use the bridge to milk up cars for higher positions but don't get too confident because the next ramp is coming up. Manual Transmission: Shift to First Gear while keeping the foot on the gas to loosen up the yaw. You should be cutting the apex of the right turn. Release the pedal right after you start sliding and shift to Third Gear. You should be able to maintain speeds of between 155 mph to 165 mph (250-265 km/h) for the Mountainside S-Curve and before the Fourth Time Extension. Keep the foot off the gas for the moment as the ramp is coming up. Hopefully, you are at 160/257 by the time you cross the Fourth Time Extension. Turn left with the foot off the gas. Once the turn ends, slam on the gas and at a straight line, shift to Fourth Gear and use the bridge to gain higher positions. Don't get too confident with the bridge as another ramp is coming up. Don't slide while you enter back into the Freeway because there's not enough room for sliding. The Bridge ---------- This is as close to a dedicated straightaway for this track--use it wisely. Be careful because the Ramp is coming up and it's narrow track makes slides a forbidden skill in this point. When you see the ramp, you may be at speeds of 200 mph (322 kmh). I recommend that you cut your speed to below 185 mph (298 kmh). Be sure you do your speed cutting at a straight line as a skid could hold a huge consequence at hand. You need to release the gas pedal as you are taking this turn and as soon as you are able to cross the fifth Time Extension without drama, floor it. If you start slowing down, REMOVE THE FOOT OFF THE GAS RIGHT AWAY and do all of your slowing down at a straight line. By removing the foot off the gas, you will reduce chances of skidding. Make sure that the car's yaw isn't too loose because the ramp is sort of unwelcome to most players. The ideal crossing speed for the fifth Time Extension is at or close to 190 mph (306 kmh). All I'm only asking you to do is to refrain from skidding and do all of your slowing down ahead of time, at a straight line, and keep the foot off the gas while slowing down and taking on the ramp until you are close to Time Extension 5, regardless of the transmission. The Space Shuttle Launchpad --------------------------- An easy left which suddenly becomes a sharp left, this turn fools the unprepared and the scrubs at all costs. Right after passing Time Extension 5, you should be at the right side of the track. There are three Turn Left signs that you should use as a cue to reduce the severity of this hellhole. Now... Automatic: You should be at the right side of the track and when you are about to "tag" the Second Turn Left Sign, brake while you have your foot off the gas and release the gas pedal after your tires begin to squeal. When your speed drops down to 178 mph (287 km/h), stop braking and control the sliding. Always keep your foot off the pedal until you are finished crossing the sharp left. Now after the sharp left smoothen up the car and pedal to the metal at a straight line. Don't turn too hard on the Space Shuttle S-Curve as it's relatively sharp. Be really easy on the steering wheel at the Space Shuttle Area as being too harsh will increase chances of mowing the lawn or touching the barriers. If your timing was lousy on the Space Shuttle Sharp Left, then you may hit the grass or the walls. Manual: You should be at the right side of the track when you are about to "tag" the Second Turn Left Sign. At the Second Sign, release the gas and shift to First Gear. When your speed drops to 290 km/h (180 mph), shift back to Third Gear. Don't bother shifting to Fourth Gear as shifting to Fourth Gear makes it hard to smoothen up your car during a turn. If your timing was lousy, then you might touch the lawn, causing some serious tire damage. After you finish up taking on the turn, smoothen up the car and floor the car with the gearshift at Fourth at a straight line. Don't turn too hard on the Space Shuttle S-Curve as all it does is inhibit harsh-turning of the steering wheel. Ease up on the steering wheel at the S-Curve. After this initial S-Curve, you should have no problems until you reach the final headache of the track. The Pirate Ship Area -------------------- On the S-Curve after the sharp Space Shuttle Left, be really easy on the steering wheel as being too harsh will throw you onto the grass or even onto a hit with the fence. You can go full speed ahead on the next left turn, but you may need to release the gas pedal at the right turn because the higher the speed intake in attempt to slow down for the Pirate Ship Hairpin, the higher the chances of spinning out. The Pirate Ship Hairpin ----------------------- The hardest turn in the game. You need to be at the right side of the track with the foot off the pedal (while taking on the easy right) as you are about to enter a really sharp hairpin. Automatic Transmission: As soon as you are seeing these warning signs, keep the foot off the gas at all times and brake to below 130 mph (209 kmh). You will be sliding but strong countersliding is required if you want to avoid spinning out. Try to cut the apex so that you reduce chances of masturbating the right barrier. Be gentle with the slide during this turn because it's really sharp and there's no banking at all. After finishing this turn, you should be aiming at the ramp so that you can cross the Next Lap Line. This turn will take practice so don't get mad if you can't master it your first couple of times. It's slightly easier to take this turn with Manual Transmission, though. Manual Transmission: As soon as you are seeing these warning signs, keep the foot off the gas at all times whilst shifting down to First Gear and braking at the same time. When your speed drops to 135 mph (217 Kmh), shift to Third (the yaw should be loose enough) and start sliding. Slide very gently and countersteer strongly because it's really easy to overhike the yaw and it's also easy to spin-out here. Always keep the foot off the pedal until your car is back at the straight line. You should be aiming right at the ramp when you finish taking on the turn. Slam on the gas only if the car's completely smoothened up. You may need to go slower in order to reduce chances of goofing up on this part of the track. Don't go over 135/217 or you might touch the right side of the concrete. After entering the ramp from the harsh hairpin, there shouldn't be any more problems at the final stretch of the track. Two laps on just about every machine to finish this race. ======================================================================== THE DO'S AND DONT'S Again, this FAQ can only show up on the following websites: * Verasnaship Interactive, http://www.verasnaship.net * GameFAQs, http://www.gamefaqs.com * Secrets of the Game Sages, http://www.gamesages.com * Cheat Code Central, http://www.cheatcc.com * Game Shark Code Creators Club, http://www.cmgsccc.com You can always get the latest version at Verasnaship first since I run the website for myself. GameFAQs does a good job keeping the files up-to-date at all times and is the most visited site for FAQ-related walkthroughs. Secrets of the Game Sages is a "Code-related" partner to GameFAQs since both GameFAQs and Secrets of the Game Sages share the same information. Cheat Code Central not only has codes, but up-to-date FAQs and Text-based Walkthroughs based upon marshmallow's knowledge. Finally, Game Shark Code Creators Club is a Game Shark site run under the Code Master to provide up-to-date Game Shark Codes and is a highly visited Game Shark Site. Segaweb and Seganet does a good job explaining a lot of Sega-related stuff such as the Dreamcast, and all the games coming out for the most promising Sega Video Game System of all time. DONT'S: Never, ever, ever place this file directly onto your Internet Account as I'm now getting sick and tired of people trying to store the outdated version of my files. DO'S: You are permitted to create a link to any of these websites. Linking to GameFAQs is goverened by the Legal Disclaimer as foretold under the statement, "Linking Rights". I highly recommend that you make a link to my website so that people will always have the latest version of this work viewed right through their screen. The only permissible link that you can use to link to this file is as outlined as in the following: * http://www.verasnaship.net/text/arcade.html (The Arcade Stable) Part of the reason why I'm doing this is because if you don't view an HTML Site, then you may not be able to run the ads that appear on top of the HTML Document, which IS NO FAIR TO THE WEBMASTER. For details about linking rules, visit http://www.templetons.com/brad/linkright.html which is Brad Templeton's Linking Rights Essay. ======================================================================== RESOURCES OF THIS DOCUMENT * Jarno Kokko and Eugene Moon (You can find a copy if their Daytona USA FAQ at http://www.gamefaqs.com) ======================================================================== ACKNOWLEDGEMENTS * Toshihiro Nagoshi for being the main force behind an outstanding game. * NASCAR and Daytona Speedway for permitting Toshihiro Nagoshi to create this game pursuant to a license. * Imagine Games Network for accepting Sega Sages and GameFAQs.com as IGN Affiliates. * All of Sega for creating realistic Arcade Racing Games ever since Virtua Racing. * Virtua Racing for being the first realistic driving game in the market. * Yu Suzuki for being a part of Sega's AM2. * Jarno Kokko and Eugene Moon for being the first one to create a Daytona USA FAQ and for being the first one to create an FAQ for a deluxe machine. * Guorung Lim for pinpointing even better (but dangerous to my sights) tactics for this game. * Kao Megura for being the most prolific FAQ Author. * GameFAQs for being the largest stable of original work * Finally, Hornet for being the hero car of the game. * Jason Lewis for the advanced strategies regarding about the Rocket Start and the Dinosaur Canyon Track. Note: Please check out http://www.verasnaship.net/autoracing/ and tell me what you think of it. ** END OF DOCUMENT ** Unpublished Work (c) 1999 Mark Kim. All Rights Reserved Daytona USA (c) International Speedway Corporation--licensed to Sega for Amusement usage.