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Sega GT Strategy Guide

Sega GT Strategy Guide

Where to Start Drivers-ED Drive Types License Carlist Tracks/Races VMU Mini Game Cheats and hidden stuff Bugs and Other Oddities

veryone is touting this as Sega's answer to Sony's Grand Turismo. Is it? The short answer, No. This game is not a replacement for Grand Turismo. However it destroyes any and all current racing sims for the Dreamcast! On its own without any expectations, this game holds its own. It is one of the CLEANEST looking racing games out there! The detail on the cars alone puts to shame many of Dreamcast's own titles. Well on to the guide! Comments or questions to be directed to [email protected] Guide & CG by: Dan Uyeno WHERE TO START Where to Start Drivers-ED Drive Types License Carlist Tracks/Races VMU Mini Game Cheats and hidden stuff Bugs and Other Oddities Where to start? Well let us begin here. Above is your navi bar/list this help in your navigation of the GT web. Now the first thing you may want to do is get racing! You will want to blow that 10,000 on a cheesy car. Well DO NOT. You will be limited to a very few tracks. Read up on my Drivers ED and Drive Types sections! Then head right over to the licenses part of the game and get your license! This area is broken into different sections from Extra to SA class. You must go in order, from Extra class to SA class. It is hard in some areas but keep at it. If you get first in time, you can race that car in the Works Cup. If you complete all of the works cups then you get a STI Impreza WRX 4WD tuned by STI. Now you can either finish all of the licensing or get one then compete in all of the races related to that license class. It is up to you. The final goal in the game it for you to compete in the W.S.K. Cups and to build a Carrozzeria car. Some races will limit entry to only Carrozzeria cars! Another "get going fast" tip is to enter the Arcade area and clear out the races there. You need no license to enter. Clear all of these and get a treat. Tip the Harder races seem easier! I cleared these first then tackled the easier levels. Drivers ED! [ Where to Start | License | Drivers-ED | Drive Types | Carlist | Tracks/Races ] [ VMU Mini Game | Cheats and hidden stuff | Bugs and Other Oddities ] Here is where I tell you how to drive.... Well at least I think... First, there are two setups for the Arcade part of this game. The first is a "grip" style the second is "drift" style. Keep in mind you can drift without the drift option the game gives you. Use the parking brake (emergency brake) to will lock up the rear tires. This allows the rear of the car to swing around, thus sharpening up the steering. NOTE the regular brake in this game does the opposite it kills the steering. On some cars, you will lose all steering input. I avoid the regular brake unless I need to slow the car on a straightaway or, if I need to straighten out the car in a turn. Something to remember is an object in motion will always continue in the path of least resistance. That path being in a straight line. Sharp movements will kill your speed. Keep it smooth and clean. Our first lesson, a basic and simple curve. As you enter the turn, you need to be near the far side of the road as seen in Fig.1. Then you shortcut the turn by going to the innermost area near the turn’s sharpest point Fig.2. As you reach the apex of the turn, you swing outward to the outer side of the track Fig.3. This technique allows for the fastest turn and helps grip by reducing the lateral forces on the car and it is tires. This works unless the turn is large enough for you to pass on the inside without slippage or drop in speed. This works for the style too. (Mash the parking brake and adjust it to suit while negotiating the turn.) Just keep in mind the nose of the car is the marker, and to counter steer on the apex of the turn or you will swing rearward to the inner side of the track. The second lesson is a sharp 90% turn. Here you use a similar style but you need to over compensate the turn to keep from hitting the outer wall from the force of the turn. See figs 3& 4. This corner can be taken like the above in a drifting style. Just follow the rules for lesson one, and watch out for the inner wall. Keep your car pointed to the apex or exit of the track or you will hit the inner wall.

Lesson 3 is a different route than lesson 2 this plan of attack needs more precision and finesse. You need to judge your speed and know just how much your car can take while under load. You can easily lose it in Fig.2. Drifting this lesson is the best route. You can see by Fig.3 that the curve is like a hairpin but you need to counter steer to keep off the wall and keep your speed up. This technique is best used in the most severe 90% like in the Snowy Mountain track. Lesson 4 the lopsided hairpin. This type of hairpin will destroy most drivers. Especially if taken in reverse of my sample. As you enter the turn, you must be on the outside of the track. Then short cut it to the inner wall.(see Fig.2) Then as you exit (Fig.2) you need to cut tightly and swing out to Fig.3. As you pass Fig.3 you need to head to the center of the track or the gradual curve will cause you to rub. Remember smooth movement = speed. Sharp movements will kill your momentum. I would avoid drifting this type of hairpin since the curve is inconsistent and hard to judge. It is not impossible though.

Lesson 4 the tightening hairpin. This is most common on the Sky Peak Hill course. It follows the same style as the first hairpin but since the curve is consistent and pinches on entry and exit, you must watch the momentum of you car on exiting this type of turn. Observe how you must continue your curve from Fig 3-4. If you straighten after Fig.3 the wall will come out and bite you.

S-curves, these can be nasty or easy. I have two basic ones. There are others with varying curves but all are just combinations of the above curves. This one here is quite simple. This is the quintessential use all of the road available to you! Notice the line of travel is almost straight. This cuts down on time and momentum killing lateral force. No drifting needed here!

This is a harder curve it is essentially two 90s connected together. You enter this curve like you do for a 90% turn. At Fig.3, you need to continue around the curve to get to Fig 4. If this is not done you will hit the inner wall of the turn and spin out or T-bone the wall. The rest is just like exiting a tight 90% turn. DRIVE TYPES

[ Where to Start | License | Drivers-ED | Drive Types | Carlist | Tracks/Races ] [ VMU Mini Game | Cheats and hidden stuff | Bugs and Other Oddities ] Drivetrains and their characteristics....

I will give you a basic idea on how these types of cars handle. By no means, ignore a car because of its drive train. Any problems that are inherent in a chassis can be to an extent be tuned out with modification of the suspension or engine. Tires can make a big difference in how a car behaves. Remember the car, as a whole is not just the engine! I recommend you try all of these drivetrain types out at least once. Then work on the one you like the best.

FF= Front engine, Front Drive. FF your most common layout. This layout tends to understeer at high speeds and extreme steering angles. Understeer is where the car continues straight when you have the steering to the full left or right. This is due to the drive wheels being the same as the steering wheels. You are pulling not pushing in this layout. So getting the rear to follow where you want to go is difficult. This is where the drifting technique comes into play. You use the parking brake, which locks the rear wheels and allows them to swing around the car. This allows you to get some steering from the rear of the car. There is another technique of using the brakes but this does not work in this game. Any braking during cornering with ANY of the vehicle types kills the steering. The vehicle will immediately straighten up. This type of drivetrain will corner with braking before the turn. Another trick is if you are at half throttle during a turn and need more steering, gunning the engine and dropping a gear will cause the car to cut in better. I have not tried this to see if it works well since I have found the parking brake easier to use around most of the tighter turns. FR= Front engine Rear drive. FR you will find this in the higher displacement cars. Most American makes will have this set up. This setup is the opposite of the FF cars. In corners, you will tend to oversteer the corner. The rear of the car is overly prone to swinging out and causing a spinout with you pointing straight at the side of the track... Tapping the brake will straighten the turn if you get too deep in the turn. Letting off the gas is the better idea, as too much braking will make your situation worse! Down shifting, will slow you safely with out breaking the rear lose as drastically as yanking on the steering. This type of car tends to get up to speed faster than any of the other types. This is due to the weight transfer of the chassis. As the car accelerates, the weight is transferred to the rear of the car where the drive wheels are and thus you get more traction. F4WD Front engine 4 wheel drive. F4WD is seen in European and Japanese cars most often. Its main trait is the unequaled handling characteristics given all the wheels have driving force. This drive type is poor in the acceleration area, since the engine has to drive the tranny and both the front and rear wheels robbing torque and horsepower. These cars are by far the most fun in the corners. There is nothing like a Skyline V-spec doing a four-wheel drift around a hairpin! This type of drive train is the most balanced of the cars. Since both the front and rear are driven. The car acts like it is on a rail it goes where pointed. Pass as many cars in the corners and do not let them pass on the straights! In this game braking seems to affect this chassis the same way as all of the other cars. Keep with the parking brake and counter steer at the apex of the turn to keep from swapping ends. MR= Mid engine rear drive. MR applied mainly to roadsters and small cars where passengers and cargo are of no or little importance. These cars weight wise are the most balanced since the engine hangs not over the front but just behind the driver. With this, you get the closest 50/50 split in weight. This weight distribution is really important to handling neutrality. A neutral car neither oversteers or under steers. The only problem is momentum since the engine is near the drive wheels if you push it the rear will swing like a FR car. However, if you know the limits of these cars they are the fastest around the tracks. Power is the only defining limit. The NSX is one of the only high horsepower cars to use this set up. Therefore, a Skyline GTR or Mustang will smoke most of these cars in pure power. These cars are a trick to learn. Enjoy! Licensing [ Where to Start | License | Drivers-ED | Drive Types | Carlist | Tracks/Races ] [ VMU Mini Game | Cheats and hidden stuff | Bugs and Other Oddities ] Cars are in order that they appear in the game's list. This page is for quick reference. Pass any one of the tracks in the different classes and it will grant you a license for that class. Pass any one with the "best" time you will win that car and can enter the Works Cup Races. Beat all classes with best time and you will get a Subaru STI Impreza WRX 4WD. The licenses are a bit hard. However, just pick a track that best reflects your driving style and keep at it. It takes practice and is doable. Getting the "best" score is another thing. Team Car Type Track Time to pass Time for Gold Extra Class Sport Alto 4WD Snowy Mountain 01'22"194 01'13"826 STI Pleo FF Sky Peak Hill 01'22"999 01'14"750 DRS Opti 4WD Great Rock Road 01'18"647 01'12"185 Mugen** Z 4WD Deep Rock Road 01'13"564 01'08"321 Speed AZ-1 MR Solid Circuit 01'23"258 01'18"144 Ralliart Toppo 4WD Night Section A 01'53"642 01'43"624 B Class DRS Storia X4 4WD Night Section A (rev) 01'46"662 01'37"628 TRD 111 Trueno FF Snowy Mountain 01'09"258 01'03"565 Nismo N15 Pulsar FF Solid Circuit 01'14"915 01'11"420 Mugen Civic Type-R FF Great Rock Road 01'08"551 01'01"382 Mazda Speed MX-5 (Miata) FR Sky Peak Hill 01'15"230 01'09"768 Ralliart Mirage ZR FF Night Ground 00'44"327 00'40"323 A Class STI Impreza V 4WD Night Section A 01'32"231 01'21"118 TRD MR2 GT MR Snowy Moutain 01'05"159 00'59"873 Nismo S15 Silva FR Sky Peak Hill 01'10"433 01'05"274 Mugen Integra Type-R FF Great Rock Road 01'06"218 01'00"582 Mazda Speed MX-5 (Miata) FR Solid Circuit (rev) 01'14"752 01'10"281 Ralliart Lancer EVO-6 4WD Night Section A (rev) 01'35"268 01'23"150 SA Class STI Impreza 22B-STI 4WD Snowy Moutain 01'00"684 00'57"130 TRD Supra RZ FR Solid Circuit (rev) 01'06"015 01'04"294 Nismo R34 GTR Vspec 4WD Night Ground (rev) 00'39"007 00'36"608 Great Rock Road Mugen NSX MR 01'00"875 00'57"651 (rev) Mazda Speed Cosmo FR Sky Peak Hill (rev) 01'11"164 01'06"353 Ralliart GTO Turbo 4WD Night Section B 01'26"214 01'17"851 CAR LIST [ Where to Start | License | Drivers-ED | Drive Types | Carlist | Tracks/Races ] [ VMU Mini Game | Cheats and hidden stuff | Bugs and Other Oddities ] Here is a list of car manufacturers represented in this game Audi Dodge Ford Honda Mazda Subaru Suzuki Used Car More cars open up as you pass the license classes. Others will appear with the clearing of tracks and by beating times. I will list as many cars as possible with my time with the game. Only missing one car I have yet to find it! All of the cars are in order of their licensing. Extra, B, A, SA. They are then sorted by manufacturer.

Full List Brand Car Type Disp. HP Extra Class Daihatsu Mira TR F4WD 659cc 64 Daihatsu Mira TR FF 659cc 64 Daihatsu Opti AREODOWN Beex F4WD 659cc 64 Daihatsu Opti AREODOWN Beex FF 659cc 64 Daihatsu Storia X4 F4WD 713cc 120 Honda Z Turbo M4WD 656cc 64 Honda Beat MR 656cc 64 Mazda AZ-1 MR 657cc 64 Mitsubishi Toppo BJ R F4WD 659cc 64 Mitsubishi Toppo BJ R FF 659cc 64 Subaru Pleo RS FF 658cc 64 WORKS RS/Z F4WD 658cc 64 Suzuki ALTO WORKS RS/Z FF 658cc 64 Suzuki Cappuccino FR 658cc 64 Bonus or Hidden Cars Daihatsu DRS Opti AREODOWN Beex FF 659cc 104 Mazda AZ-1 MR 657cc 107 Honda Mugen Z TURBO M4WD 656cc 135 Mitsubishi Ralliart toppo BJ R FF 659cc 106 Subaru STI PLEO RS FF 658cc 101 Suzuki Suzuki Sport ALTO WORKS RS/Z FF 658cc 107 B Class Type-R FF 1595cc 185 Honda CIVIC SiR FF 1595cc 170 Honda CR-X SiR (EF8) FF 1595cc 160 Izusu I-Mark FF 1471cc 73 Mazda MX-5 Miata Special Package FR 1597cc 125 Mazda MX-5 Miata S Special 1.6 FR 1597cc 120 Mitsubishi Mirage Cyborg ZR FF 1597cc 175 Nissan Pulsar Serie VZ-R (JN15) FF 1596cc 175 Levin BZ-R FF 1587cc 165 Toyota Sprinter Trueno BZ-R FF 1587cc 165 Toyota Sprinter Trueno GT (AE86) FF 1587cc 130 Toyota Sprinter Trueno GTV (AE86) FF 1587cc 130 Toyota Corolla Levin GT APEX (AE86) FF 1587cc 130 Toyota Corolla Levin GTV (AE86) FF 1587cc 130 Toyota MR2 G Limited Super Charger (AW11) MR 1587cc 145 Toyota MR2 G Limited (AW11) MR 1587cc 130 Bonus or Hidden Cars Daihatsu DRS storia X4 FF 1195cc 160 Mazda MazdaSpeed MX-5 Miata Special Package FR 1597cc 200 Honda Civic Type-R FF 1595cc 224 Nissan Nismo Pulsar Serie VZ-R N1 version II FF 1596cc 230 Mitsubishi Ralliart Mirage Cyborg ZR FF 1597cc 226 Nissan Pulsar Serie VZ-R N1 version II (JN15) FF 1596cc 200 A Class Audi TT 1.8 Quattro F4WD 1781cc 225 Honda Integra Type-R FF 1797cc 200 Honda Integra SiR FF 1797cc 180 Honda Accord SiR-T FF 1997cc 200 FR 1997cc 250 Mazda MX-5 Miata SE FR 1839cc 145 Mazda MX-5 Miata S Special 1.8 FR 1839cc 130 Mazda RX-7 Type RS FR 645X2cc ** 280 Mazda RX-7 Type R FR 645X2cc ** 280 Mazda RX-7 ¥ II FR 645X2cc ** 215 Mazda RX-7 GT-X FR 645X2cc ** 205 Mazda RX-7 Type RZ FR 645X2cc ** 265 Mazda RX-7 Type RB Bathurst FR 645X2cc ** 265 Mitsubishi Lancer GSR Evo VI F4WD 1997cc 280 Mitsubishi FTO GPX FF 1998cc 200 Mitsubishi FTO GP Version R FF 1998cc 200 Mitsubishi Lancer GSR Evo V F4WD 1997cc 280 Nissan Pulsar GTI-R (RNN14) F4WD 1998cc 230 Nissan 180SX Type X (RPS13) FR 1998cc 205 Nissan 180SX Type S (RPS13) FR 1998cc 140 spec-R Areo (S15) FR 1998cc 250 Nissan Silvia spec-S Areo (S15) FR 1998cc 165 Nissan Silvia K's (S13 2.0) FR 1998cc 205 Nissan Silvia Q's (S13 2.0) FR 1998cc 140 Nissan Silvia K's (S13 1.8) FR 1809cc 175 Nissan Silvia Q's (S13 1.8) FR 1809cc 135 Nissan Silvia K's Areo SE (S14) FR 1998cc 220 Nissan Silvia Q's Areo SE (S14) FR 1998cc 160 Subaru Legacy B4 RSK F4WD 1994cc 280 Subaru Impreza 4D WRX Type RA STi Version V F4WD 1994cc 280 Subaru Impreza 4D WRX STi Version V F4WD 1994cc 280 Subaru Impreza 2D WRX Type R STi Version V F4WD 1994cc 280 Subaru Impreza 4D WRX STi Version IV F4WD 1994cc 280 Subaru Impreza 4D WRX Type RA STi Version IV F4WD 1994cc 280 Subaru Impreza 2D WRX Type R STi Version IV F4WD 1994cc 280 Toyota Celica GT-Four F4WD 1998cc 255 Toyota MR2 GT MR 1998cc 245 Toyota MR2 G Limited MR 1998cc 200 Toyota Altezza RS200 Z edition FR 1998cc 210 Toyota Altezza AS200 Z edition FR 1988cc 160 Bonus or Hidden Cars Mazda MazdaSpeed MX-5 Miata C-spec FR 1995cc 267 Honda Mugen Integra Type-R FF 1797cc 303 Mitsubishi Ralliart Lancer GSR Evolution VI F4WD 1997cc 425 Subaru Cusco Subaru Impreza FR 1994cc 406 Toyota BP Apex Kraft Tureno FR 1998cc 392 Toyota MomoCorse Apex MR2 MR 1998cc 364 Mazda MazdaSpeed MX-5 Miata A-spec FR 1839cc 153 Mazda RX-7 A-spec TYPE-15TH FR 654X2cc** 308 Nissan Silva Version K's MF-T FR 1998cc 250 Subaru Impreza WRX type R Tuned by STI F4WD 1994cc 299 Toyota Celica SS-II Super Strut Package FF 1795cc 190 Toyota Altezza TRD Racing Model FR 1998cc 210 Toyota Corolla WRC F4WD 1972cc 299 Toyota MR-S S Edition MR 1794cc 140 SA Class Honda/ NSX MR 3179cc 280 Audi A4 2.8 quattro F4WD 2771cc 193 Audi A4 2.7T quattro (turbo) F4WD 2671cc 230 Dodge Viper GTS/R 2000 Concept FR 8000cc 500 Ford Mustang SVT Cobra R FR 5409cc 385 Honda Prelude Type-S FF 2156cc 220 Mazda Cosmo Type SX 20B FR 654X3cc** 280 Mitsubishi Galant VR-4 Type-S F4WD 2498cc 280 Mitsubishi GTO Twin Turbo F4WD 2972cc 280 Mitsubishi GTO SR F4WD 2972cc 225 Mitsubishi GTO Twin Turbo '92 F4WD 2972cc 280 Mitsubishi GTO '92 F4WD 2972cc 225 25GT Turbo (R34 4Door) FR 2498cc 280 Nissan Skyline 25GT Four (R34 4Door) F4WD 2498cc 200 Nissan Skyline 25GT (R34 4Door) FR 2498cc 200 Nissan Skyline 25GT Turbo (R34 2Door) FR 2498cc 280 Nissan Skyline 25GT Four (R34 2Door) F4WD 2498cc 200 Nissan Skyline 25GT (R34 2Door) FR 2498cc 200 Nissan Skyline GT-R (R34) F4WD 2568cc 280 Nissan Skyline GT-R V-spec (R34) F4WD 2568cc 280 Nissan Fairlady Z Version S Twin Turbo 2 seater (CZ32) FR 2960cc 280 Nissan Fairlady Z Version S 2 seater (Z32) FR 2960cc 230 Nissan Skyline GT-R Nismo (R32) F4WD 2568cc 280 Nissan Skyline GT-R (R33) F4WD 2568cc 280 Nissan Skyline GT-R V-spec (R33) F4WD 2568cc 280 Subaru Alcyone SVX Version L F4WD 3318cc 240 Subaru Alcyone SVX S4 F4WD 3318cc 240 Toyota Chaser Tourer V Turbo FR 2491cc 280 Toyota Supra RZ Twin Turbo FR 2997cc 280 Toyota Supra SZ-R FR 2997cc 225 Toyota Supra Twin Turbo R (JZA70) FR 2491cc 280 Bonus or Hidden Cars Mazda RE Amemiya Matsumoto-Kiyoshi RX7 FR 654X3cc** 391 Honda Castrol Mugen NSX MR 3500cc 537 Nissan Xanavi Arta Silva FR 2140cc 365 Nissan Pennzoil Nismo GT-R FR 2708cc 587 Mitsubishi Ralliart GTO Twin Turbo F4WD 2972cc 562 Subaru STI Impreza 22B-STi F4WD 2212cc 572 Toyota Castrol Tom's Supra FR 2014cc 565 ??? ??? ??? ??? ??? Nissan Skyline GT-R tuned by Nismo (R34) F4WD 2568cc 360 Subaru Impreza 22B-STi F4WD 2212cc 280 Toyota CHASER Tourer Turbo TRD Sports FR 2491cc 280 Toyota Supra TRD 3000GT FR 2997cc 301 ** = Rotary engine X2= two rotor engine Races [ Where to Start | License | Drivers-ED | Drive Types | Carlist | Tracks/Races ] [ VMU Mini Game | Cheats and hidden stuff | Bugs and Other Oddities ] Here is where we get to the grit! The first thing you need to do is get a license. Yes, you can race freely in the arcade area to start but hey you will miss a lot! If you can manage a first in time on any of the licenses, you then get a treat! The car you used is your prize. Take this car whatever it may be and race it in the class it qualifies in. Now remember there are stock classes and many levels of modification. Go for the stock classes at first. I.E. do not mod your car. Yes, you have 10,000 to start with but if you win a few of the lower class races this will boost your money and some races will not allow modified cars enter. With each race, you will earn money. You also have pole position bonuses and a championship bonus. Build this up until you can either mod up your car or get a better one. Or you can cheat see the cheat page. Oh when you see the term Original car in the game it is referring to the Carrozzeria cars. You must build one to compete in those races. There is more on that later in the guide. Official Race The Official races consist of a series of races and one special race for each class. Extra Class For cars with an engine size less than 1,000 cc. Tracks 2 laps License Disp restriction Other ea. Sky Peak Track Extra Class Cup Sky Peak Hill None 1,000cc None Night Section A

Series Champion Prize: Premium Car Honda Z Turbo M4WD 656cc 64HP All gold: Suzuki Cappucino FR 658cc 64HP Extra Class Night Ground Works Car* or None 1,000cc Special Race (Rev) Original Car** only Champion Prize: Premium Car Mazda B Class For cars that have an engine size less than 1,600cc. Sky Peak Hill Great Rock Road B Class Cup B Class 1,600cc. None Snowy Mountain Night section B Series Champion Prize: Premium Car Nissan Pulsar Serie VZ-R N1 version II (JN15) FF 1596cc 200HP First car with stickers. Night Section A Works Car* or B class Special Race B Class 1,600cc. (Rev) Original Car** only Series Champion Prize: Premium Car Nissan Silva spec-R AERO (S15) FR 1998cc 250HP For cars that have an engine size less than 1,800cc. A Class Restriction you must qualify for B class races first Solid Circuit Sky Peak Track A Class Cup Deep Rock Road A Class 2,000cc None Sky Peak Hill Night Ground Solid Circuit Works Car* or A Class Special Race A Class 2,000cc (Rev) Original Car** only For cars that have an engine size less than 2,000cc. SA Class Restriction you must qualify for A class races first Night Section A Deep Rock Road Night Ground SA Class Cup SA Class None None Snowy Mountain Solid Circuit Night Section B SA Class Special Sky Peak Hill Works Car* or SA Class None Race (rev) Original Car** only Event Race Event races are either a timed event or a race with other cars. If you pass the race with gold, (first) you will have earned the sponsorship of that race including a car or Carrozzeria body. Sponsorship means that every time you race and get top place you will receive money from your sponsors. I recommend you go for these races first then the Official Races Open Race Track/s License Disp restriction Other McDonald's Deep Rock Road None None None exite Sky Peak Hill None None None Pennzoil Sky Peak Track None None None Small Snowy Mountain Only production Cars with Under Hertz Novice Car Cup Great Rock Road None no engine modifications can 1,000cc Solid Circuit enter The OutLAW Original Under Only Original Cars** can Sky peak Hill None Car Cup 1,000cc enter Snowy Mountain Only Natural Aspiration Sky Peak Track Under (NA) cars can enter. Read NA small car race None (rev) 1,000cc NO turbos or Night Section B Superchargers Sky Peak Track (rev) One Make small car Under Only Standard Cars can Great Rock Road None race 1,000cc enter (rev) Night Section A Light Night Ground Sky Peak Hill Only production Cars with Gumount Novice Car Under (rev) B Class no engine modifications can Cup 1,900cc Snowy Mountain enter (rev) Sky Peak Track Solid Circuit (rev) Under Only Original Cars** can Snap Original Car Cup B Class Night Section A 1,900cc enter (rev) Night Ground (rev) Under Only Natural Aspiration NA Light car race Night Section B B Class 1,900cc (NA) cars can enter. Great Rock Road (rev) Solid Circuit One Make Light car Sky Peak Hill Under Only Standard Cars can B Class race Snowy Mountain 1,900cc enter (rev) Large Solid Circuit Only production Cars with K&N Novice Car Cup Sprint Zone A Class None no engine modifications can Sky Peak Hill enter Great Rock Road Ford RACING Original Sprint Zone (rev) Only Original Cars** can A Class None Car Cup Snowy Mountain enter (rev) Solid Circuit Sprint Zone (rev) Only Natural Aspiration NA Large car race A Class None Sky Peak Hill (NA) cars can enter. (rev) Night Section A One Make Large car (rev) Only Standard Cars can A Class None race Sky Peak Track enter Solid Circuit (rev) Special 1 virgin atlantic Time Snowy Mountain None None None Attack (rev) sportal.com Time Deep Rock Road None None None Attack (rev) 0-400 Tournament Industrial 400 None None None 0-1000 Tournament Heat Stage 1000 None None None Special 2 Only Standard and Original Pioneer Max Speed Sprint Zone SA Class None Cars** can enter this race. Night Section B Only Standard and Original SA Class None Endurance (rev) Cars** can enter this race. W.S.K. (World Speed King) Race Track/s License Disp Restriction Other Night Section A Only front wheel drive cars Front Drive Car Cup SA Class None (rev) can enter Night Section B Only rear wheel drive cars Rear Drive Car Cup SA Class None (rev) can enter 4 Wheel Drive Car Sky Peak Hill Only 4wheel drive cars can SA Class None Cup (rev) enter Arcade Single Race These races are split up into three categories. Easy, Normal, Hard. I found the hard levels easier to pass. Go fig. Tracks Cars Description Deep Rock Road Under Race contains three courses and uses low EASY Class Sky Peak Hill 660cc's powered cars. Night Section A Solid Circuit Snowy Mountain Under Race contains four courses and uses middle NORMAL Class Great Rock Road 2500cc's powered cars Night Section A Night Ground Sky Peak Hill 1997cc to Race contains five courses and uses high powered HARD Class Solid Circuit 8000cc's cars Night Section B Sprint Zone Time Attack Test your skill and keep track of your best times here! Brag to your friends, be smug. Ah hell what a waste of time! Only cars in your collection appear here. All tracks are available to race on. Class of car Displacement EXTRA Class Under 1,000cc's B Class Under 1,600cc's A Class Under 2,000cc's SA Class No Limit on car Dual Race Here you can race a friend or foe.... You can use the stock cars or load one of your own to devastate your opponent. the track choices are open. * Works car a car you win after you complete the cup races in the licensing area. ** Original Car: A car you build in the Carrozzeria. VMU Mini Game ~ GT POCKET [ Where to Start | License | Drivers-ED | Drive Types | Carlist | Tracks/Races ] [ VMU Mini Game | Cheats and hidden stuff | Bugs and Other Oddities ]

Ok like you need help with this! After you go through the up loading of the game to your VMU, it is like a Digital pet. You must train, rest, and work your little race car driver. If you do not watch out he will get sick and go to the hospital! First off you need to chose what version of the game you want America, Europe, . Each has slight differences. The jobs and training the driver does change depending on the version of choice. There are 6 races each with 30-day intervals. You can up-load the game back into GT and use the money you have earned and cars that are in your storehouse. The two cars in the storehouse need to be earned by winning a race. (This is what I have been told) Here is a break down of the menus in the GT Pocket

Level1 2 Level 3 Training This is where you train your driver HP Status Power Smart Speed Current status Stamina Money America Europe Japan Training Push-up -200 Skipping -150 Skipping -150 Running -250 Stomach Muscle -250 Running -250 Dash -250 Squat -250 Study -250 Make him use his money to train his Study -250 Dash -250 Jumping -300 body and mind! Image Training -600 Study -250 Weight Training -800 Swimming -750 Swimming -750 Zen -800 Job Delivery Boy 550 Waiter 600 Cleaning 800 Car Sales 900 Gas Station 700 Pizza Delivery 800 Make the guy work for money. Maintenance 1000 Construction 1300 Construction 1300 Rest Let your driver rest to rebuild his Stamina Time Attack Practice on the current track. Quick Race A race on one of 6 courses each being harder than the last. Courses #1-6 Store House Shows what you have Money current money earned from racing Car #1 Earned car #1 Car #2 Earned car #2 Sound Turn the sound on or off CHEATS AND HIDDEN STUFF [ Where to Start | License | Drivers-ED | Drive Types | Carlist | Tracks/Races ] [ VMU Mini Game | Cheats and hidden stuff | Bugs and Other Oddities ] To Unlock the W.S.K. (World Speed King) Races You need to complete all of the Official races and Event races to unlock the first ending sequence and the W.S.K. Races. The WSK Races are Front Drive Car Cup, Rear Drive Car Cup and 4 Wheel Drive Car Cup. Cheats Money cheat This cheat requires two separate memory cards/VMUs. Buy a car then save your game on both VMUs. Then send the car from one VMU to the other VMU. Then load the game from the VMU you moved the car to and sell the extra car. Do this till you have enough to get a NSX or a Viper (the most expensive cars in the game). Buy the car then save to the second card trade to the high money card. Load it then save it to the second card then send another NSX or Viper to the first card. Then do it all over again till you have a load of those cars then sell them all off!! Save cheat Get on the net with your Dreamcast web browser V2 and download a saved game from a web... Somewhat stupid huh? However, I know some may not think of this! You could buy a game shark too but that is cheating! Bugs and other Oddities [ Where to Start | License | Drivers-ED | Drive Types | Carlist | Tracks/Races ] [ VMU Mini Game | Cheats and hidden stuff | Bugs and Other Oddities ] Bugs Sometimes your replays will not, well they will not replay right. The car will hit a wall and sit there doing odd things.... Like going the wrong way etc. What happened is the settings were slightly off and the antics your car is performing are your actions, but since the car is not where it should be it does some crazy stuff! Do not worry if you save the replay it will play back normally. This is a rare occurrence. It only happened 4 times during my game play. Given I rarely did any replays, mostly during 2 player or when I had a good battle with some other cars. On certain tracks with Carrozzeria cars, the car will pull drastically to one side. This sequence is not repeatable. It happens randomly! I have yet to determine if it is suppose to be the wind or not. I chalk it up to being a random bug. I consider this one a bug. When using the digital controls there is a bad delay in response with the car. This is also evident in some cars with the Analogue controls. The latter is most noticeable in the larger displacement cars. (Carrozzeria cars with small chassis and big engines do this too). Do's and Don'ts Do not use the common smack the car in front then pass. This does not work! All it does is kill speed and slam you into a wall. Do not hit anything and then counter steer. This game is flawed with the same poor analogue feel as the before mentioned Top Gear Rally. Hit a wall and I can almost guarantee you will hit the other side. Then its ball wall time! A light finger is a must! No ham fisting! I found the digital achieves faster lap times. The drawbacks are the Digital control has a VERY slow response time and during some turns, the "pulsing" technique will affect the handling of the car. Do not go into the sand! You have no quick way out! Be it full throttle or just easing out, it is all just as slow. Do not try to follow the lines of the other cars. This will only get you into trouble! Do brake early, real early don't rely on your brakes to help swing you around a corner you must brake in a straightaway, turn, then gas it. If you brake during the turn, your car goes in a straight line. You will lose all steering input. This does not matter which driveline you chose. Do try to get past a car that is troubling you. When on the straight get him to rear-end you squarely. This will cause him to lose tones of speed. As soon as he hits you, gas it! You will never see that car again! Do keep an eye out in the rear view mirror! Those cars you should not hit or push around will hit you! However with different consequences! If they tag you in a turn or get you just right, you will end up hitting a wall.

Guide & CG by: Dan Uyeno