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FAQ by MKim

Version: 0.0.1a | Updated: 12/30/00

                               NASCAR Arcade
                Complete Walkthrough and Instruction Sheets
                          For the Sega Arcade Game
                              Revision 0.0.1a
                            Compiled by Mark Kim
                   Date of Completion: December 30, 2000
                 Date of Public Release: December 31, 2000

Unpublished Work TM and (c) 2000-2001 Mark Kim.  All Rights Reserved.

 Use of this document is governed by all applicable copyright laws,
 international treaties, United States Title 107, The Berne Copyright
 Bill of 1976, and any copyright ordinances and/or any amendments to
 this disclaimer thereto.  By using this document, the reader agrees to
 the copyright disclaimer in its most recent version.

 If you are planning to use this document to put it on a paid magazine,
 or if you are using this document on behalf of a paid publishing
 company, or if you are attempting to make money out of this work, or
 if you are attempting to claim this document as your own work, or if
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 mirroring this document without advanced permission, then you are
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 Use of this document for any purposes other than viewing it on an
 unedited, unpirated, and/or untouched format through free electronic
 circulation is a major violation of all applicable copyright laws,
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 major criminal act on your criminal record.  Violators are subject
 to a severe monetary fine and quite possibly some time in prison,
 depending on the area of jurisdiction the violator resides in.

 This document has been created, published, revised, and re-edited
 and is therefore the sole property of Mark Kim.  Only Mark Kim has
 the right to use the document for Webmastering Purposes.  This
 document must be treated like any other copyright material, such as
 a book.  You are permitted to view this document in its entirely
 original format ONLY.  Only Mark Kim can do whatever he pleases
 with this document.  This document is provided "AS IS" and without
 warranty.  Mark Kim assumes no liability for the damages resulted
 from the performance resulting from this document.

 If you wish not to adhere to even a single bit of this document,
 then you should not be using this document.  By using this document,
 you are bound to this disclaimer in its most recent version and any
 amendments to this section thereto.

 Talladega Super Speedway, Watkins Glen International, and Richmond
 International Raceway are registered trademarks and copyrights of the
 International Speedway Corporation.  All Rights Reserved.  International
 Speedway Corporation is the owner of all copyrights pertaining to the
 three tracks aforementioned.  Nascar is a registered trademark and
 copyright of the National Association of Stock Car Racing.  All Rights
 Reserved.  Winston Cup, Busch Grand Nationals, and the Craftsman Series
 are intellectual trademarks and copyrights of the National Association
 of Stock Car Racing.  The National Association of Stock Car Racing owns
 the trademarks and copyrights of all three racing series aforementioned.
 Ford Taurus is a registered trademark and a copyright of the Ford
 Motor Company.  All Rights Reserved.  The Pontiac Grand Prix and the
 Chevrolet Monte Carlo are registered trademarks and copyrights of the
 General Motors Corporation.  All Rights Reserved.  All the sponsors,
 drivers, owners, and any cars that are depicted in this game are
 respective trademarks and copyrights of its respective owners.  All
 Rights Reserved.  You are encouraged to wear your seat belt and drive
 safely on the road.  Any copyright, trademark, or patent that is not
 mentioned on this FAQ are fully acknoledged/respected by Mark Kim
 as no copyright infringement was intended whatsoever from the creation
 of this document.  Nascar Arcade is a video game that has been licensed,
 developed, and published by Sega and Electronic Arts Sports in respect
 to all Nascar properties.  This document was created in respect to all
 copyrights, patents, and trademarks.

TO MAKE IT SIMPLE, YOU ARE PERMITTED TO VIEW THIS FAQ ONLY, AND STRICTLY
ONLY FOR FREE-VIEWING ONLY, AND NOTHING ELSE.  DOING ANYTHING OTHER THAN
VIEWING THIS FAQ FOR FREE ELECTRONIC VIEW IS A NO-NO.

========================================================================
GENERAL GAME DATA

Make: Nascar Arcade
Developer: Sega AM3 and EA Sports
Publisher: Sega
Release Date: Late 2000
Platform: Arcade
System: Sega Hikaru Board
Available Cabinets: 50" Deluxe, 27" Standard Twin
Number of Players: Up to 8 Players through Multilink
Cost per game: $2.00 US
Genre: Auto Racing
AAMA Classification: Suitable for All Ages.  Although this game is rated
Suitable for All Ages, this game is not to be played by anyone under 13
years of age due to minimal height requirements.

========================================================================
HISTORY OF THIS DOCUMENT

-----------------
December 26, 2000
-----------------
I wrote this FAQ exclusively for those who have had trouble with the
Watkins Glen, since that is a technical track.  There were a lot of bugs
that I might have left off in the first circulation version of this
FAQ because the Talladega Super Speedway track was taken by memory
(because the day before the first public release, I centered my energies
towards the Watkins Glen International).  Couldn't even get any lap times
for Talladega because like I said before, Talladega was taken from my
vague memory.

-----------------
December 31, 2000
-----------------
Had to play a lot of Talladega today and I realized that the key to
completing Talladega with a lap time of under 3'12"000 is not to be
moving the Steering Wheel too much.  Today at Dave and Buster's, I saw
this one beautiful lady move the steering wheel left and right, which
really was a ground for losing control of the car.  I discovered the art
of staying calm of the wheel when I reached almost 213 mph (343 kmh) for
the first time in the game.  By discovering something new at Talladega,
I have came up with a new idea for the Talladega section of this FAQ.
I still can't remember my lap time from Talladega, but at least I got
my Course and Speed Paperwork done!!!

========================================================================
TABLE OF CONTENTS

* Newsflash
* How to play the game
  - Instructions
  - Steering
  - The Gas
  - Braking
  - Automatic Versus Manual
  - Drafting
  - Time Extensions
  - Rolling Starts
  - Walls
  - Grass
  - Cars
  - Confirm Records
  - Viewpoints
  - Codes R'Us
* The Tracks
  - Talladega Super Speedway
  - Richmond International Raceway
  - Watkins Glen International
* Just a Reminder
* Resources
* Acknowledgements
* One Final Warning

NOTE: There will be no History of Revisions as of this time since this
is just the first release of this FAQ.

========================================================================
NEWSFLASH

Newer versions of this FAQ will always be found at my homepage,
http://www.verasnaship.net.

This FAQ, as with all other FAQs created by Mark Kim, can only be
displayed at either of the following sites:

* GameFAQs (http://www.gamefaqs.com)
* Verasnaship Interactive (http://www.verasnaship.net)

Permission will be granted only to a few "honest" authors through
requests submitted via http://www.verasnaship.net/emailme.html.
I reserve the right to deny permission to mirror my FAQ at anytime
and if I destroy/discontinue production of this FAQ, then you are to
destroy your mirrors as well.  Should for any reason you encounter
a FAQ mirrored without my permission/consent or if you see any
plagiarized FAQ in circulation, please notify me PDQ.

You need to go to http://www.templetons.com/brad/linkright.html for
details regarding about linking rights.  If you want to link to my
FAQ, then the only permissible link is:

* http://www.verasnaship.net/text/nascararcade.txt

If you see someone link this FAQ illegally, please notify me as soon
as possible.  Thank you.

I will repeat this once again near the end of this FAQ so you will need
to keep this in mind.

I'm planning to revamp my "Autoracing" directory of my site so that it
no longer shows "Daytona USA" as the solo game for that directory.  I'm
planning to also include Super GT/Scud Race and this game to the directory
with JPEGS and other stuff that will help you get through the day.

This is my very first FAQ from a long time, so please report any errors,
omissions, or anything to me ASAP.  Your help is needed in order for me
to regain my FAQ-Writing Conciousness!!!

To get in contact me, either do the following:

* ICQ me at 37614712
* AIM me at "The Hanged Man"
* http://www.verasnaship.net/emailme.html

Spamming will not be tolerated and will be strictly enforced.  See
http://spam.abuse.net or http://www.cauce.org to see why it's bad.

I reserve the right to change the structure of this FAQ without notice
at anytime.

========================================================================
THE INSTRUCTIONS

The Game's Aim: To participate through three famous tracks from the
Nascar Winston Cup League by taking the role of Nascar Winston Cup's
famous drivers like Dale Earnhardt, Mark Martin, Jeff Burton, Jeff
Gordon, Rusty Wallace, and Dale Jarrett, and to find a way to play as
special guests such as "Little E" (Dale Earnhardt Jr.) and Richard Petty.
Race against the clock, and reach the Top 3 and the Finish Line before
time runs out.

The Controls: Steering Wheel, 4-Speed Manual Gearbox, Gas Pedal with
Potentiometers, Brakes with Potentiometers, Speed-Sensitive Steering

The Rules: Every time you climb up to a certain higher position, you
will get a marginal Time Extension.  In Single Race Mode, you must
reach certain positions in order to get Time Extensions.  In Multi
Player and Time Attack Modes, you must finish a lap in order to get
Time Extensions.  The game ends if either Time Runs out, if you finish
the race, or if the game is multiplayer, one of the players become the
first person to finish the race.

To play: Insert the target amount of coins (More likely it will take
6 credits) or swipe your card until you see the "Waiting for Other
Players" Screen rings up.  To play Solo Mode, hold the View Change
Button while inserting your coints or swiping your card.  At the
Track Selection Screen, choose from the three famous Nascar-licensed
tracks from the Nascar Winston Cup Series.  Talladega is for Beginners,
Richmond is for Mid-Level players, and Watkins Glen is for experts.
Now choose your car and driver.  Each car and driver has their own
strengths and weaknesses, and noticeable differences which sets each
car apart from the others.  There are plenty of cars to choose from,
so play as all of the cars not to learn how to play, but to get used
to their strengths and weaknesses.  Now choose either Automatic or
Manual Transmission.  To play Time Lap, hold View Change as you are
selecting your Transmission.  If you forgot the Solo Code (Hold View
Change while inserting credits), then you can just hit the Start
Button to cancel any join-ins.

-------------------
The Screen Displays
-------------------
Your Current Position and the Target Position: Your Current Position
is shown at the Left-Center of the screen while the Target Position
is shown at the Right-Center of the screen.  The Current Position
tells you what place you're running as of a point of the game.  The
Target Position indicates what position you must be at in order to
get a Time Extension.  In Time Attack and Multi-Player modes, you
need to complete a lap in order to get a Time Extension.  As you
gain higher positions, the new target position will change, and you
need to climb all the way to the top in order to get the most time
allowed to play the game.

The Time Limit: Tells you how much time you have remaining.  You will
get Time Extensions if you reach a certain position in a Single-Player
Race, and for every lap you complete during Time Attack and Multi
Player Modes.  The game ends if the Timer runs to ZERO.

Your Lap Times and Overall Times: are displayed at the top-left of the
screen.  It shows you how fast you have went throughout your laps, as
well as your overall lap time.  This is displayed on the Top-Right
portion of the Screen.

Records Indicator: Press the Start Button to make the Records Display
appear/disappear during gameplay.  The Records Indicator near the Time
Limit shows you the Record Course Time, the Record Lap Time, the highest
Top Speed, and the best Average Speed.  You will be noted during gameplay
whether you've made a record lap time or a record course time.  The
display on the bottom-right side of the screen will only show when you
have completed a section of the track, and it will show you the best
section time and your section time, and there will be a comparison between
the best section time and your section time, so see who can get the best
record in the game!!!

Speed, Transmission, and Draft Indicators: are at the bottom-left hand of
the screen.  There is a Tach on the very bottom-left, and you should use
the Tach if you are going to be using Manual Transmission.  It's really
important that you don't shift too early or you will bog yourself down.
If you shift too late, then you will lose lots of top speed.  The
Transmission Indicator and the Draft Indicator are placed on the same
location near the Tach.  The Speedometer is shown on the bottom of the
Transmission and Draft Indicators.  The Transmission/Draft Indicators
shows you how much drafting you've committed, what transmission you are
using, and what gear you are currently in if you are using Manual.  The
higher your Draft meter is, the less wind resistance you will experience,
and the sooner you can go faster.  In order to win the race, you need to
keep your Draft Meter going by lining up your car at the same line the
other car is at so that your Draft Meter can build up in no time.  The
Speedometer shows you how fast you are going at the point of a game.

That should cover everything, so let me know if I'm missing something.

========================================================================
STEERING

There is basically no need to explain this part intensively because
the Steering Basics should be pretty much self-explanatory since the
Steering Wheel makes it obvious that it's a racing game.  The Steering
Wheel controls the travel of your car.  However, in the tradition of
all Sega Games, the Steering Wheel is super-responsive and sensitive so
if you steer too hard, you might not be able to turn to the farthest
left or right because each car in Nascar Arcade is equipped with
Speed-Sensitive Steering, which means you must nudge the steering wheel
LIGHTLY in order to make most of the easy turns without severe loss of
speed.  Easy steering is the key to maintain your speed in the game.

WARNING FOR TALLADEGA: Do _NOT_ move the steering wheel too much because
the emphasis on this track is lots of speed.  Also, you should not be
getting in contact with too many cars.  Stay calm with the steering wheel
and keep a smooth driving style to maximize speed.  You are welcome to
draft other cars in this track if you want, but the only thing I'm asking
you to do in Talladega is not to "vibrate the Steering Wheel" too much.
More on this later.

NOTE: If the Steering Wheel's Reactive Motors doesn't feel too responsive
or if the steering wheel doesn't allow you to turn your car to the
farthest left or right to your knowledge, then it's time to contact
an arcade attendant right away.  Expensive games MUST BE MAINTAINED VERY
WELL as you are paying BIG BUCKS for it.

========================================================================
THE GAS

The Gas Pedal contains potentiometers (another Sega Tradition) that will
monitor the amount of throttle you're giving to your car.  The further
down you press the Gas Pedal, the more "gas" you will give to your car
and the more throttle you will be giving.  You will need to use a
tactic called "Potentiometer Control" and try to avoid using rapid-taps
to the pedal because the Potentiometers are now sensitive to the touch
of your feet, as now the Potentiometers are done the same way as Daytona
USA.  It's really important to know how to use *slight* lifts of the
Gas Pedal (instead of rapid-taps) if you want to learn how to get faster
times and better positions.  You simply use marginal lifts of the Gas
Pedal in order to reduce the amount of speed *by a slight margin* so
that you can control the travel of your car.  It will take time to get
used to the Gas Lift technique, so learn how to use Marginal Lifts at
the Richmond Track.  More on this at the Richmond Track.

NOTE: If the Potentiometers doesn't feel too responsive or if they are
not working at all, then it's time to contact an arcade attendant right
away.  Again, this is an expensive game so it should be maintained well
because you're paying HEAVY MONEY to play it.  Also, beware if you can't
go very fast on Talladega because Talladega's focus is on speed.  If you
can't go at least 200 mph (322 km/h) in Talladega, you might want to talk
it over with your operator about this.

========================================================================
BRAKING

There is also a simulated Brake Pedal with Potentiometers to determine
how harsh you're stepping or how light you're stepping it but you really
don't need the brakes in two out of the three tracks because most of the
time, you will be relying on reduced gas feed to make your way around.
The only time you will ever need to use the brakes is at the very first
turn at the Watkins Glen Track.  Braking is also done in a realistic
way and the simulated friction of Braking also gives you a real feel of
your car.  The harder you brake, the more control you might lose which
might cause your car to "Fishtail" if you are braking while you are
turning so if you are fishtailing, you will lose speed and you will want
to recover from the fishtail as quickly as you can because if you don't,
then you might lose control of the car in just a matter of seconds.
As a general rule, you should NEVER brake while you are feeding in some
gas because you might lose control if for any reason you brake while you
feed gas.  If you need to brake, then instead use marginal gas lifts
and/or (in Watkins Glen if you don't feel confident enough) rapid-taps
of the Gas Pedal.  Braking should be in the greyest area during gameplay.
There is only one instance you will ever need to use the brakes, and that
will be covered at Watkins Glen.

========================================================================
AUTOMATIC VERSUS MANUAL

It's really important to learn how to use the Manual Transmission in any
Sega Racing Game because Sega has tailored all of their games for use with
the Manual Transmission (and I was PISSED to know that I had to use Manual
all the way in Indy 500 in order to get First Place).  While Automatic
Transmission is easy to use for beginners, Automatic doesn't provide
decent control over certain corners and also easing down can be quite a
chore with Automatic.

Unlike many racing games, the only time you will ever need to use the
Automatic Transmission is during your first couple times at the Watkins
Glen Track.  Since Watkins Glen is a technical track, it makes things
obvious that you use Automatic during your first couple of times until
you are comfy enough with the Manual.  Otherwise, Automatic Transmission
should also be at the greyest level in your menu as well.  The real
negative behind Automatic is that it's slower than Manual overall.

With the Manual Transmission, you really don't need to shift down to
lower gears at the first two tracks at all because those two tracks
have a higher emphasis on speed than anything else.  You should always
keep your gearbox at Fourth Gear at all costs and don't slow down too
much because you will be wasting a lot of time that way.  For Talladega,
you will need to go full throttle ahead, and don't do anything with the
Gearbox.  For Richmond, you only need to use Marginal Gas Lifts.  For
Watkins Glen, you will only need to use 3rd and 4th Gear for almost all
of the time.  Here's the deal at Watkins Glen: When your speed drops
below 120 mph, shift to 3rd Gear.  When your speed "hits" 120 mph or when
you are in a straightaway (whichever comes first, but use a lot of
caution when shifting to Fourth on a curve), shift to Fourth.  If you
have any strategies at the Glen using Manual, please feel free to drop
me a line.

NOTE: If none of the gears are working properly, then it's time to take
the matters with your Arcade Attendant.  This controller gets the most
abuse so it's really important to notify your Arcade Attendant RIGHT
AWAY if it's not working properly.  This has always been a big beef
with many arcadegoers so keep that in mind.

========================================================================
DRAFTING

Drafting is when you tailgate your drone car and drive at the same line
your drone is in in order to reduce wind resistance to your car.  The
less wind resistance you encounter, the faster you will go.

This is the most important technique to master because passing cars in
this game is heavily dependant on Drafting as opposed to other Sega
Racing Games.  Moreover, you will have to develop a habit of tailgating
other drivers in order to gain positions and to increase your speed
early on the race.  I'll tell you how drafting works: All you have to
do is to line your car up with the other car at the same line the other
car is in.  Now make sure that you are *accurately* lined up to the back
of the other car so that your speed will increase.  Even through turns,
make sure that your car is accurately lined up because if you get out
of the other car's line, then you might lose your hard-earned drafting.
There is a Drafting Indicator near the Speed Indicators to tell you
whether you're accurately drafting other cars or not.  The more
accurate you are drafting other cars, the higher your drafting meter
will go.  The key here is to keep the draft meter running every time.
This is an important skill to learn because I found that in Talladega
the key to finishing the track is to keep the Draft Meter running all
the time by lining up the car at the same line the other car is in just
about the entire race.  Learning how to draft is really important because
passing the cars now depend on drafting.

Just make sure that your left or right wheel is *aiming* right at the
back of the car that you're trying to gain speed with.  Move the steering
wheel too much and your speed might fluctuate by a little.

========================================================================
TIME EXTENSIONS

Time Extensions are done a bit differently on Nascar Arcade because
Time Extensions now require you to be a certain position before you
even earn a Time Extension.  In Multi-player games and Time Lap Mode,
you will get a Time Extension every time you complete a lap.  In Single
Race Mode, you will get a Time Extension every time you reach a certain
position.  In order to get the most time extensions, you will have to
pass as many cars as you can early in the race, which will provide a
base for your time extensions.  The timer is pretty stingy so it's
really important to draft like silly in this one.

========================================================================
ROLLING STARTS

All races will start out as Rolling Starts, which is a tradition in
Nascar Racing.  Because Stock Cars take some time to "warm up" before
they hit their peak, Nascar has adopted a rule that a Rolling Start
is required in order to make sure that all cars are fully prepared to
start the track, and to prevent any "lock-ups" that may be associated
with standing starts.  At the beginning of each race, step on the gas
ALL THE WAY IN and if you are using Manual Transmission, SHIFT _AND_
LEAVE THE GEARBOX AT FOURTH ALL THE TIME.  The only time you will need
to *literally* use the Gearbox is at Watkins Glen, which is the only
Technical Track in the game.  When the race begins, a good rule of
thumb is to "gun the car" to the nearest car (or the second-to-nearest
car if you want to get your draft meter to the max, but for most of the
time, you will need to gun the car to the nearest car) and start
developing the habit of drafting since passing cars is done differently
in Nascar Arcade.  Always use the Rolling Start to prepare to draft
because if you don't develop the habit of drafting the car (lining the
car in the back of the other car to reduce wind resistance), then chances
are that you won't survive the race.

========================================================================
THE WALLS

There are two enemies that you really need to avoid in order to get the
best times possible.  One of those dreaded enemies are the Walls.  If you
rub the side of the car against the wall, it will violently cut your speed
down and it will also damage your tires, reducing traction of the car
eventually.  It's really important to stay away from the walls as much as
you can because since the timer is pretty stingy, you must learn how to
avoid the walls so that you can maximize speed and save your tires.

========================================================================
THE GRASS

The rules are simple for this section: STAY OFF THE GRASS AT ALL COSTS.
Touch the grass at any point of the race and your speed will be bogged
down and you will also lose control of your car.  Since these cars are
*true* licensed cars and not fantasy stock cars, it's really important
that you really avoid the grass at all times because a lawnmowing
experience will really cut your speed down and make you lose control
of your car in a flash.  Unlike Daytona USA and Super GT, it's really
important not to touch the walls or grass because either of these
two destructive elements will greatly hamper your chances of finishing
a track.  This is really important to keep in mind because you want to
make your money worth it so if you want to finish the race, you will
need to stay away from the walls or grass at all times.

BUT JUST BE AWARE THAT YOU ARE EXPECTED TO MAKE A LOT OF MISTAKES WHEN
LEARNING THE GAME.

========================================================================
THE CARS

While the Enemy Cars are still dreadful as with Virtua Racing, Daytona
USA, Daytona USA 2, Indy 500, and Super GT, the only way you will be
able to pass the Enemy Cars is if you can line up the car behind the
other car at the same line the enemy car is in and to keep your car at
the same line the other car is in so that you can max-out your drafting
meter.

Although you really need to be careful not to get into a pileup of car
accidents (like in a real-life Nascar Winston Cup Race), combating the
cars in this one is a lot more interesting than the previous Sega Racing
Games.  In this game, you must keep on drafting until you're confident
that your speed is at a point that you can pass without any problems.
There are no more "fake" accidents as opposed to some Sega Racing Games
(which a lot of people love to do) so the racing is a lot more serious
than before.  Knowing how to draft and being aware of major pileups is
now as important as bread and butter.

========================================================================
CONFIRM RECORDS

You will be able to see what you need to do in order to measure up to
the others when this display is "rung up".  It concisely explains the
best lap, the best overall course time, the highest top speed, and the
highest average speed.  It also gives you an idea on how you stand from
section to section, and what you need to do in order to go faster.  To
make the Records/Progress Display appear, all you need to do is to hit
the Start Button during gameplay.

========================================================================
VIEWPOINTS

The only beef I had about this game is that you only have two viewpoints
to choose from.  In the Cabin will allow you to experience Nascar Driving
inside the cabin of the car of your choice.  This will make it easier to
line up the car to draft, but inside the cabin has more negatives than
positives because you won't be able to see what parts of the car has been
damaged and you even can't get a good view of the action this way.
Another negative I have about inside the car is that you can't see any
walls while you are driving, and this view isn't recommended in Watkins
Glen, where driving competency plays an important role.  Outside the car
allows you see if you've kissed the wall or grass, or if you touched the
cars or not.  The only negative about outside the car is that your
driving experience is dulled.

To change views, all you need to do is to hit View Change.

========================================================================
SECRET CODES AND MORE

The following codes are as follows:

----------------
Time Attack Mode
----------------
When you choose your transmission, hold the View Change Button before
you choose your Transmission.  This is obviously the easiest code to
perform because it tells you right on the Transmission Select Screen.

--------------------------
Play as Dale Earnhardt Jr.
--------------------------
This code was taken at http://www.segaarcade.com.  I would like to thank
this URL for the code.  Remember that all codes are verified before
being posted in this document.  At the Driver Select Screen, select
"The Intimidator" (Dale Earnhardt).  Now shift the gearbox to Third Gear
and hit the brakes and the Number 8 will replace the Number 3.  This is
more of an expert's code than a beginner's code because Dale Earnhardt
Jr.'s car requires that you be really easy on the Steering Wheel at all
costs.  I can't get much top speed with Little E as opposed to The
Intimidator because with The Intimidator, I pulled off a dangerous
216.02 mph (347.58 km/h) using Dale Earnhardt (Number 3) Manual.  After
playing as Dale Earnhardt Jr. and Richard Petty--I came up with a
conclusion at Talladega--Easy on the steering wheel, and don't nudge
it too hard.

---------------------------------
Play as "The King", Richard Petty
---------------------------------
John Andretti might be behind the wheel of the car that used to be
driven by The King, but Richard Petty's legacy still lives on, even
though he now owns the Pontiac Grand Prix 43 (it was once driven by
The King) and Kyle Petty's Hot Wheels Pontiac.  To play as the owner
of Petty Enterprises (Richard Petty), select Kyle Petty (Number 44
Hot Wheels Pontiac Grand Prix).  Shift to First Gear and you might
need to tap the Brake in order to make Richard Petty's Retro STP 43
Car appear.  This was also taken from http://www.segaarcade.com, but
right after shifting to First Gear at Kyle Petty, you might have to
hit the brakes in order to make Richard Petty's car appear on the
screen.  Again, this is an expert's code so only use Richard Petty
if you have mastered all the cars in the Talladega Track for the
least.

There is also Adam Petty, but I will not be able to post it on this
guide unless I verify them.  All codes that I have looked on a
resource are subject to verification before I post and credit them.

http://www.segaarcade.com for the Extra Driver Codes on Nascar
Arcade.

========================================================================
TALLADEGA SUPER SPEEDWAY
========================================================================
http://nascar.com/tracks/talladega/index.html to learn more about the
Talladega Super Speedway.  The Official URL for the Talladega IS:
http://www.talladegasuperspeedway.com/
------------------------------------------------------------------------
Racing Statistics and Details
------------------------------------------------------------------------
Code Name: Nascar's Most Competitive Track
Number of Turns: 2 *Super-banked* turns in a traditional Oval
State: Alabama
Track Focus: Super-High Speed
Difficulty: Beginner
Banking: 33 Degrees
Typical Top Speeds: 210 mph (338 kmh)
Distance: 2.66 Miles
Number of Laps: 4
Number of Entries: 30
Time Extensions when you reach: 28th, 22nd, 16th, 13th, 11th, 8th, 6th,
5th, and 3rd
Ideal Lap Time: Between 46"000-47"500
Ideal Overall Time: Under 3'14"000
Mark's best effort: 3'11"011 with Dale Earnhardt Manual
Highest Top Speed: 216.02 mph (347.58 kmh) with Dale Earnhardt Manual
Mark's highest position: 1st Place with The Intimidator's Manual
Transmission Number 3 Monte Carlo (You know who I mean, the 7-8 time
Winston Cup Champion)
Resources of Statistics: http://www.talladegasuperspeedway.com and
 http://www.nascar.com/tracks/talladega/index.html respectively
------------------------------------------------------------------------

--------
Overview
--------
Talladega is arguably the most competitive track in Nascar because you
are asked to go full throttle in just about every case.  There is no
slowing-down allowed so you will have to go full-speed.  The only thing
hard about this track is that you need to keep your speed at a competitive
level so that you will be able to finish the race at all costs.  To add
to your beef, the cars are so stingy and unwilling to let you draft them
unless you find a way to draft a lower-position car and to have that car
help you out so that you can get some better positions in.  You will need
to be calm and steady with the Steering Wheel if you want to get your
speed to at least 210 mph (338 kmh).  You really don't have to draft in
order to reach this plateau, but you have to be calm and easy on the
steering wheel at all costs and keep a smooth driving line if you want
the highest top speed on this track.  Unless you learn how to drive
Mark Martin-style (Mark Martin is famous for his smooth driving style),
then you will need to learn how to draft to pass the cars and to get
vital time extensions.  Also, I discover that the less contact you get
with the cars, the smoother your driving will be.  It doesn't matter
how many cars you draft and pass, or how many time extensions you get:
It's how smoothly you can drive.  It's all full-speed and it's stay
smooth or kiss the track dangers.  The key here is to find a "willing"
car that will lead you to the very top cars so that you can draft as
much as you can and get your speed as high as 205 mph/330 kmh.  Keep
your drafting meter as high as you can because if you don't take the
time to draft enough, you might not be able to finish the race.  This is
the most difficult beginner's track to ever engrace on a video game, next
to Ferrari F355's Motegi Track.  Regardless of your skill level, you
should be using a Manual Transmission car because the focus of this track
is pretty-much high-speed.  Like I said before, stay smooth on the
steering wheel because I saw this beautiful girl at Dave and Buster's
fail to finish because she swings left and right and eventually kissing
the wall because of her "twitching" driving style.  I told her to watch
me so that she would understand the key to win Talladega is to drive
smoothly and to stay calm with the Steering Wheel at all costs.

------------------------------------------------------------------------

-----------------
Start of the Race
-----------------
In True Nascar Fashion, you will start all races through a high-speed
rolling start, so you will have to step on the pedal all the way in and
keep the gearbox to Fourth Gear.  With the Rolling Start, all you need
to do is to prepare yourself by putting the pedal to the metal and to
stay in fourth gear all the times.  When the race starts, gun your car
to the nearest car so that you can get the drafting meter going high.

------
Turn 1
------
WARNING: SLOWING DOWN ON ANY OF THESE TURNS WILL RESULT IN A LOSS OF
TIME.  KEEP YOUR GAS PRESSED ALL THE WAY DOWN AND LEAVE THE GEARBOX AT
FOURTH ALL THE TIME.
Turn smoothly from the outside and gun your way inside of the turn.
Make sure that you are aiming your nose at the same line your "target"
car is at so that your draft meter is "kicking" up very often.  Smoothly
work your way from the outside of turn and stay as low as you can with
the turn.  When exiting out of the turn, smoothly exit out of the turn
and make sure that you are lining up behind other cars because a straight
is coming up.  At the beginning of the race, DON'T NUDGE YOUR CAR TO
THE NEAREST CAR BECAUSE THAT WILL BE GROUNDS FOR A LOSS OF VITAL SPEED.
A good start in Talladega is very important so when the race starts,
MAKE SURE THAT YOU ARE RUNNING ON A STRAIGHT LINE so that your speed
will rise up eventually.

------------
The Straight
------------
Keep your car lined up within the other cars and make sure that you don't
get sandwiched by the inside car (if he's inside of you) because at your
right is an unwelcoming wall).  Don't get physical with the car because
you will be losing control of the car if you do so (I got a bit too
physical with some cars on the Intermediate Track, and I almost span out
to my doom, so try not to get too physical in this game).  If you want
to finish this track, you will have to keep your car lined up for almost
the entire race in an accurate fashion if you want to overtake more
cars.  Don't get too physical with the cars because the less physical
you get, the faster you will go.  If you are in Tenth or higher, then
you might want to find an exceptionally fast "escort" so that you can
find a "drafting base" to take you to the higher cars.  For the straight,
it's really important that you DO NOT TWITCH THE STEERING WHEEL because
twitching the steering wheel might prevent you from reaching certain
speeds that you need to reach.

------
Turn 2
------
Do the same thing as with Turn 1.  This one should be self-explanatory.
Keep your turning as smooth as you can, and always make sure that your
car is lined up in the back of the drones.  Smoothly enter and exit out
of any of these two turns.

----------
The D-Bend
----------
All you need to do here is to line up your car in the back of the drones
and keep your drafting to a maximum because you will need it in order to
survive this track.  At the bend, keep your turning smooth so that you
don't wind up losing too much speed.  After crossing the Lap Line, repeat
until you finish the race, and make sure that you find an "escort" so that
you can get the drafting going (preferrably when you reach 9th place or so).

---------------------------------------------
Keeping Smooth and Easy on the Steering Wheel
---------------------------------------------
When turning on a certain turn, MAKE SURE THAT YOU ARE LIGHTLY NUDGING
THE STEERING WHEEL TO THE LOWEST POSSIBLE AREA OF THE TURN.  Avoid nudging
the steering wheel too harshly because you will lose speed that way.
On the D-Bend, make sure that you are still smooth and easy on the
steering wheel but make sure that your line is smooth enough to maintain
your speed.

--------
Synopsis
--------
4 laps on most machines to finish the race.  Since each driver has different
traits, I suggest that you experiment each driver until you find an ideal
contender with exceptional drafting and speed.  I would definitely go
with Dale Earnhardt Manual (or Mark Martin Manual, since these two veterans
have high hopes for speed) because I've managed to beat LVS at Dave and
Buster's as of this update.

========================================================================
RICHMOND INTERNATIONAL SPEEDWAY
========================================================================
http://www.nascar.com/tracks/richmond/ to learn more about Richmond.
The Official URL is http://www.richmondracewaycomplex.com/.
------------------------------------------------------------------------
Racing Statistics and Details
------------------------------------------------------------------------
Code Name: The Action Track
Number of Turns: Two *Major* Turns on a D-shaped Oval
State: Virginia
Track Focus: Semi-Technical
Difficulty: Intermediate
Banking: 14 Degrees
Typical Top Speeds: 125 mph (201 kmh)
Distance: .750 Miles
Ideal Lap Time: Under 22'000
Ideal Overall Time: Under 3'01"000
Number of Laps: 8
Number of Entries: 30
Time Extensions when you reach: 27th, 22nd, 17th, 13th, 10th, 8th, 6th,
5th, and 3rd.
Mark's best effort: 2'57"163 with Mark Martin MT
Mark's highest position: 1st Place.  First time was with Dale Jarrett
Resources of Statistics: http://www.nascar.com/tracks/richmond/ and
 http://www.richmondracewaycomplex.com respectively.
------------------------------------------------------------------------

--------
Overview
--------
Richmond is a very short, low-speed track that behaves like Talladega
because the banking, while not as speed-friendly as Talladega's, provides
enough room to allow speeds of up to 125 mph (201 kmh), but since the
banking is a lot less steep, you will have to be aware that you will need
to slow down in order to avoid a trip to the barriers at the right side
of the track.  Set at a D-Shape Oval, Richmond shouldn't be that hard to
learn, and the *seemingly short* straights should allow you some time to
milk up the cars for some much-needed Time Extensions.  The only thing
you have to learn how to do is to time your ease-ups at the two turns.
If you have played Talladega long enough, you will find that the learning
curve for this one is rather short IMO.

Even though the track is rated Intermediate for required slight slowdown
on the two banked turns, you should definitely use MT regardless of your
Skill Level.

------------------------------------------------------------------------

-----------------
Start of the Race
-----------------
You will be at the D-Shaped Straight when you start the race.  With the
rolling start, your primary focus should be stepping on the Gas Pedal
all the way in and shifting to fourth gear.  When the race starts, your
primary focus should be to line up the cars and milk them up for speed
and positions so that you can get your Time Extensions in a hurry.  Make
sure that you get your Time Extensions as quickly as you can in this
track because the Time Limit is a lot stingier than the Beginner Track.

------
Turn 1
------
You should be at the outside of the turn when you start easing up because
you need to learn how to use the Out-And-In technique so that you can
cut the apex of the turn.  Lift up your foot about 9-11% (special thanks
to 2 Rude for pointing this out) before the turn begins and try to "aim"
right into the inside.  Keep your travel line as smooth as you can to
retain your speed.  Eventually, you might want to step all the way in
so that you can get some speed in.  Make sure that you are still lining
up with the cars so that you can get some drafting and speed in.  If you
think you are going to kiss the wall at the right, lift your feet no
higher than 8-10% (maybe even less depending on skill level).  Don't
rapid-tap the gas pedal because you are going to lose speed that way.
Upon exiting out of the turn, you should *safely* make it to the right side
of the track and milk up the cars for speed and positions for time
extensions.

------------
The Straight
------------
Use this straight to milk up a lot of cars and get higher positions for
time extensions.  If the car is too far, then it's not much of a big deal
because you should use the two 14-degree bankers to your advantage so that
you can gain ground in the track.  Either way, milk up the cars at the right
so that you can gain speed and prepare yourself for the second turn.

------
Turn 2
------
Do the same thing as you would with Turn 1, but you will have to allow a
little bit more room for error because the turn starts from a straight
instead of a D-Bend.  The ideal area to lift your pedal no more than 10%
is as your wheels touch the orange line.  Gun the car from the outside and
work your way to the inside and if you think you are going to drift closer
to the right-side wall, lift your right foot no higher than 5%.  Hopefully,
you shouldn't be able to lift your right foot 5% of the pedal press is
because you are about to encounter the D-Bend after this turn.  The key
to handling these turns is to lift your foot no more than 10% at the start
of the turn, and no more than 5% of the overall press, which might take
some time to get used to, but should be easy to learn.  Just keep the gas
pressed all the time, and use only *fractional* lifts (no more than 1/10th
of the overall press) when taking the turns.

--------
Synopsis
--------
8 laps on most machines to finish the race.  Any driver should suffice, but
to get better times, you will need to use Manual Transmission.  I personally
would choose Dale Jarrett, Jeff Burton, Mark Martin, or any other Ford Driver
for this one.  If you can finish this race with any other driver, then that's
good.

========================================================================
WATKINS GLEN INTERNATIONAL
========================================================================
http://nascar.com/tracks/watkinsglen/index.html to learn more about
Watkins Glen.  The Official URL is http://www.theglen.com
------------------------------------------------------------------------
Racing Statistics and Details
------------------------------------------------------------------------
Code Name: New York's Thunder Road
Number of Turns: 11 (But there are about 15 turns according to The Glen's
official URL at http://www.theglen.com)
State: New York
Track Focus: Technical
Difficulty Level: Expert
Banking: No Banking
Typical Top Speeds: 138 mph (221 km/h)
Distance: 2.45 Miles
Ideal Lap Time: Under 1'12"000
Ideal Overall Time: Under 3'35"000
Number of Laps: 3
Number of Cars: 15
Time Extensions when you reach: 13th, 10th, 7th, 6th, 4th, 3rd, and 2nd
Mark's best effort: 3'33"402 with Mark Martin MT
Mark's highest position: 2nd Place! (URGH)
Resources of Statistics: http://www.theglen.com and
 http://nascar.com/tracks/watkinsglen/index.html, respectively
------------------------------------------------------------------------

--------
Overview
--------
Set in a serene environment that looks more like a Grand Prix raceway
rather than a Nascar track, Watkins Glen International is pretty much a
Master Driver's track because there are a lot of unforgiving turns that
you have to undergo in order to stay competitive at all costs.  Don't
expect to complete this track in your first couple of times, though.
Reason why I'm saying this is because this track will test out your
ability as a competent driver rather than on speed.  There are many
reasons why I'd say this track is a competent driver's track, and
amongst them is the first turn, which is the sharpest turn in the game,
and also the dizziest turn IMO in a Nascar race.  You will have to use
AT your first couple of times because this track will take a lot of
getting used to before you're able to use the MT on this track.  Use
Manual ONLY if you have became accustomed to this track (after you have
finished the track with AT a couple of times).  The worst parts of the
track has to be the back-to-back Chicane, the first turn in the track,
and the final two turns near the end of the track.  One more thing
before I go on:

YOU ARE EXPECTED TO MAKE A LOT OF MISTAKES WHILE LEARNING WATKINS GLEN.

Enough said, onto the most difficult track in the game.

------------------------------------------------------------------------

-----------------
Start of the Race
-----------------
As with all of the tracks, you will start out with a Rolling Start.
With a Rolling Start, step on the accelerator and keep the gearbox at
Fourth Gear.  Now when the race starts, go to the left side of the track
and milk the cars at the same line to draft up.  Don't let the straight
fool you because you are about to come to the trickiest turn in the
game.

------
Turn 1
------
I find this turn to be more difficult than it seems because it's really
sharp and unlike many Sega racing games, you have to do all of your
slowing down upon entering the turn because if you turn too early or turn
too late, then you might end up in the grass, which is not good.  If
you touch the grass, then you will lose control of the car, so avoid
a lawnmowing experience in this track.  From the outside of the turn,
brake hard until you slide.  You should be sliding and cutting the
apex, and if you time it right, then you should barely avoid the grass
on both sides of the track.  You are expected to make mistakes while
trying to memorize the timing in this turn because this turn is rather
tricky to time it right and you might still be sliding so you will have
to get out of that dizzy feeling upon exiting out of the turn.  Upon
exiting the turn, shift down to Third Gear and smoothen up the car.
Now milk up those cars by lining them up one at a time.

---------
Turns 2-4
---------
Now get your car smoothened up as soon as you can and be really easy on
the steering wheel.  Milk up the cars and try to keep a smooth travel
line on these turns to maximize speed.  These turns are quite hilly so
don't shift to Fourth too early or you will lose precious speed.  Upon
exiting Turn 4 (or when your speed hits 120 mph/193 kmh, whichever
comes first), shift back to fourth

---------------------------------------
The Straightaway after the Easy S-Curve
---------------------------------------
There will be a lot of traffic very early on the lap so use caution when
milking them and passing them.  You should be at the left side of the
track and trying to milk up the cars as much as you can.  Don't get fooled
on this straight either because this straight doesn't last forever because
you have a dual-chicane coming up (and there are no warning signs to save
you this time).  So stay alert when undertaking a straightaway.

---------
Turns 5-9
---------
Turns 5-6 and Turns 7-8 are deadly chicanes.  If you are going too fast,
then you're in bad luck.  You should try to ease up during the chicanes
and try to keep the driving line as smooth as you can in order to maximize
your speed.  You might want to shift down to Third Gear before entering
the Chicane since you will have to ease down a bit on these two punishing
chicanes.  Either way, make sure that you are not going any slower than
105 mph/169 kmh (but don't go too fast) on these chicanes.  Now position
yourself for Turn 9.  Stay in Third Gear and DO NOT USE THE BRAKES.  If
you think that you are going to kiss the grass at the left, use *soft* taps
of the Gas Pedal.  Upon exiting out of the turn (or when you reach 120
mph/193 kmh, whichever comes first), shift back to Fourth Gear.  Now embark
on the second straightaway.

-------------------
Second Straightaway
-------------------
As with all straights, don't let any of them fool you as they usually lead
you to some booby-traps (bad turns).  Use the Straight to milk the cars up
for speed and/or positions, but make sure that you prepare for the final
two turns by staying on the right side of the track.  You need to give some
time for the turns so that you won't be able to kiss the grass.  For now,
use the straight to milk up some cars and to prepare yourself for Turn 10.

-------------------
The Final two turns
-------------------
You're on the final stretch of the track, but these two turns will kill
you if you don't ease up and/or if you are going too fast.  Don't brake
on these two turns as slowing down too much might earn you a trip to the
left side of the lawn.  Instead, use *controlled* taps of the gas pedal
in order to maintain your speed on these two final turns.  If you think
you are going to kiss the outside of the grass, then use gas pedal taps
*lightly* instead of braking (Remember, braking is only needed if you
are encountering really bad turns).  Use *controlled* and *light* gas
pedal taps (even better yet, use adjusted gas lifts to control the
feed of the gas so that you don't go too fast) for both turns, and use
the Out-and-In technique while encountering these turns.  The target
speeds for these turns is between 124 mph-127 mph (or 200 kmh-205 kmh).
Now go back to the left side of the starting straight and milk up the
cars in the final stretch.

--------
Synopsis
--------
Three laps on most machines to finish the race.  Remember, you are
expected to make a lot of boo-boos while learning this track because
the controls of the car takes a lot of time to get used to.  The target
lap time is between 1'11"500-1'13"000 (Under 1'10"000 is better) and
the target overall is under 3'35"000.  The ideal drivers are: Mark
Martin (Valvoline Number 6), Dale Earnhardt (GM Goodwrench 3), Jeff
Burton (Exide Batteries 99), and Dale Jarrett (Ford Credit 88).  If
you are able to complete this race with another driver, then I'm
pleased, but I'm giving out recommended drivers for your own safety.

========================================================================
JUST ANOTHER REMINDER

This FAQ, as with all other FAQs created by Mark Kim, can only be
displayed at either of the following sites:

* GameFAQs (http://www.gamefaqs.com)
* Verasnaship Interactive (http://www.verasnaship.net)

Permission will be granted only to a few "honest" authors through
requests submitted via http://www.verasnaship.net/emailme.html.
I reserve the right to deny permission to mirror my FAQ at anytime
and if I destroy/discontinue production of this FAQ, then you are to
destroy your mirrors as well.  Should for any reason you encounter
a FAQ mirrored without my permission/consent or if you see any
plagiarized FAQ in circulation, please notify me PDQ.

You need to go to http://www.templetons.com/brad/linkright.html for
details regarding about linking rights.  If you want to link to my
FAQ, then the only permissible link is:

* http://www.verasnaship.net/text/nascararcade.txt

If you see someone link this FAQ illegally, please notify me as soon
as possible.  Thank you.

Spamming will not be allowed.  Period.  See http://www.cauce.org or
http://www.abuse.net to see why it's bad.

========================================================================
HOW TO GET THE BEST OUT OF NASCAR (AKA RESOURCES OF THIS DOCUMENT)

* http://www.nascar.com
* http://www.talladegasuperspeedway.com
* http://www.richmondracewaycomplex.com
* http://www.theglen.com
* http://www.segaarcade.com (For Nascar Arcade scopes, and detailed
  ways of taking certain areas of the track)

(Besides the above four URLs, many more are available, and I will give
additional URLs for tracks not included in Nascar Arcade in the future)

I suggest that you READ THESE LINKS VERY CAREFULLY as these following
links are SUPERRICH and might prove to be a learning base for your
Nascar Knowledge of these tracks.  With regards to segaarcade.com, it
has all the pics and QuickTime Movies that you will need to see if you
want to be successful at The Glen and such-such.

========================================================================
ACKNOWLEDGEMENTS

* The National Association of Stock Car Racing, Ford Motor Company
  and General Motors in association with the Winston Cup Contestants for
  allowing Sega and Electronic Arts to create such a realistic Stock
  Car Game for the Arcade.  A much needed addition to the Arcades.

* Sega and Electronic Arts for taking the time to make an exclusive for
  the Arcades, and dedicating their talents to create a Nascar simulator
  for the arcades.  Without them, Nascar Arcade wouldn't have been here
  today.

* Richmond Speedway, Watkins Glen International, and Talladega Super
  Speedway for their cooperation during the development of the game.
  Also, I would like to thank International Speedway Corporation for
  their sincere support in this game as well.

* http://www.segaarcade.com for contributing to the December 30, 2000
  update.

* The Winston Cup Drivers (Dale Earnhardt, Mark Martin, Dale Jarrett,
  Bobby Labonte, Jeff Burton, etc.) for dedicating their cars for
  arcade players to play as at the arcades.

* The Hikaru Board for providing clean graphics to this game

* Brave Firefighters for being the first Hikaru-powered arcade game in
  the market.

* Brunswick Zone Naperville for being the very first arcade to play
  Nascar Arcade.

* GameFAQs for being the largest stable of Original Work

* Christopher Tan, Jarno Kokko, and Eugene Moon for being the very first
  Tip-Creators for Deluxe Machines.  Without them, I would have never
  devoted my energies to playing Deluxe Machines at all.

* Nemesis for mirroring all of my recent Arcade FAQs (excluding this one)
  at his FAQ Website.

* Finally, Dave and Buster's for being a base for my improvements for
  every track of this game.

Did I miss anyone?  Then contact me.

** END OF DOCUMENT **

Unpublished Work TM and (c)2000-2001 Mark Kim.  All Rights Reserved.
Use of this document is goverened by the legal disclaimer at the beginning
of the FAQ and any amendments to the disclaimer thereto.  This document
is the sole property of Mark Kim and the document can be discontinued
by Mark Kim without notice at anytime.  If you see this FAQ plagiarized
and stolen, please contact Mark Kim right away.

This FAQ was created in memory of Kao Megura (Chris MacDonald)

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