What do you need help on? Cancel X

BOOKMARK
Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

FAQ/Walkthrough by charlie424

Version: 3.3 | Updated: 03/07/05

===============================================================================
                 Wangan Midnight Maximum Tune FAQ/Walkthrough
                  Version- 3.3 (Most Recent Update: 03/07/2005)
           By Michael Man aka Charlie424 (blackhawk_charlie2003@yahoo.com)
                       Copyright 2004-2005 Michael Man
===============================================================================

<----------------------------------------------------------------------------->

                               TABLE OF CONTENTS

<----------------------------------------------------------------------------->

Note: 
This ToC is completed with the advanced search algorithm. In order to use it,
you must have a text viewer that is capable to search particular texts.

Using one is extremely easy. 
-- First, locate the search code of the corresponding topic that you would 
like to find. 
-- After that, use Ctrl + F to call out the search window (Based on the 
Internet Explorer).
-- Enter the search code that you would like to find, then press ENTER twice.
-- There you go. You've found the stuff you want!


 1. COPYRIGHT/CONTACT INFORMATION........................................#01-00
   1.1. Copyright........................................................#01-01
   1.2. Contact Info.....................................................#01-02
 2. UPDATE HISTORY.......................................[WORKING].......#02-00
   2.1. Completed........................................................#02-01
   2.2. To Be Completed..................................................#02-02
 3. BACKGROUND...........................................................#03-00
 4. STORY................................................[WORKING].......#04-00
 5. BASICS...............................................................#05-00
    5.1 Game Information.................................................#05-01
    5.2 Basics...........................................................#05-02
    5.3 Decyphering the Card.............................................#05-03
    5.4 Gameplay.........................................................#05-04
 6. THE THEORY OF SPEEDING...............................................#06-00
     6.1 Dynamic Handling................................................#06-01
     6.2 Engine and Gearbox--The Straight Line Speed.....................#06-02
     6.3 Turning Around..................................................#06-03
 7. GAME MODES...........................................................#07-00
 8. GAME WALKTHROUGH.....................................................#08-00
     8.1 C class Rivals..................................................#08-01
     8.2 B class Rivals..................................................#08-02
     8.3 A class Rivals..................................................#08-03
     8.4 A+ class Rivals.................................................#08-04
     8.5 C class Rivals  (3rd playthru)..................................#08-05
     8.6 B class Rivals  (3rd playthru)..................................#08-06
     8.7 A class Rivals  (3rd playthru)..................................#08-07
     8.8 A+ class Rivals (3rd playthru)..................................#08-08
 9. VEHICLE LISTING......................................................#09-00
     9.1 Mazda...........................................................#09-01
     9.2 Mitsubishi......................................................#09-02
     9.3 Nissan..........................................................#09-03
     9.4 Toyota..........................................................#09-04
     9.5 Subaru..........................................................#09-05
     9.6 Gemballa........................................................#09-06
10. TUNING...............................................................#10-00
   10.1 Basic Tuning.....................................................#10-01
   10.2 Tuning After First Playthrough...................................#10-02
11. TIME ATTACK--THE DRIVER'S VIEW.......................[WORKING].......#11-00
   11.1 Preface..........................................................#11-01
   11.2 C1 Inbound.......................................[WORKING].......#11-02
   11.3 C1 Outbound......................................[WORKING].......#11-03
   11.4 New Belt Line (Counter-clockwise)................[WORKING].......#11-04
   11.5 New Belt Line (Clockwise)........................[WORKING].......#11-05
   11.6 Metropolitan Highway (Circuit)...................[WORKING].......#11-06
12. HIDDEN CARS AND BOSSES...............................................#12-00
   12.1 Ghost Squad......................................................#12-01
   12.2 Van Team.........................................................#12-02
13. SECRETS..............................................................#13-00
   13.1 Hidden Vehicles..................................................#13-01
   13.2 Player's Titles..................................................#13-02
   13.3 The Perfect Driver...............................................#13-03
14. TIPS.................................................[WORKING].......#14-00
   14.1 Car Setup: Power Does Not Come Before All........................#14-01
   14.2 Tale-telling signs...............................................#14-02
   14.3 Refining the Driving Skill.......................[WORKING].......#14-03
   14.4 Against a Human Player...........................[WORKING].......#14-04
   14.5 IR Attack........................................[WORKING].......#14-05
15. GLOSSARY.............................................[WORKING].......#15-00
16. Q & A (FAQs).........................................................#16-00
17. CREDITS/ACKNOWLEDGEMENTS.............................................#17-00

===============================================================================
<----------------------------------------------------------------------------->

                      1  COPYRIGHT / CONTACT INFORMATION (#01-00)

<----------------------------------------------------------------------------->
===============================================================================
This document is copyright 2004 to Michael Man. This FAQ and guide is soly    
intended for personal and pirate use. The publishing of this guide, including 
but not limited to, on printed matters, or electronically storage, is strictly
prohibited. You may quote not more than 10% of this guide, given that you use 
this guide for your own work, and having an appropriate citation at the end of
your work. The hosting of this FAQ is currently on my own website
(http://www.blackhawk.s5.com), and on the GameFAQs (http://www.gamefaqs.com)
website. If any webmasters would like to host this guide on your site, you 
are required to obtain a permission from me by e-mailing me. Also, you must 
keep your version of the FAQ up to date. The most updated version of this guide
can be found on the above two websites. If you would like to translate this 
guide into any other langauge, including, but not limited to, Japanese, Korean,
Chinese, whether being traditional or simplified, you may do so only without 
altering the original meaning of this guide, and it must be approved by me.
Any violation or failure to comply with the aforementioned terms will result 
in severe legal penalties, and may be prosecuted to the furthest extent
under the federal law and international treaties. All characters, vehicles,
gameplay terms contained in this document are copyright of their respective 
owners.

===============================================================================
Contact Information:

I would like to receive e-mails about this FAQ regarding to:
- Comments about this guide
- Ideas for improvements about this guide
- Additional information, whether about strategies or facts
- Pointing out the mistakes I have made
- Anything that you think it may help

Please send anything about the things listed above to the following address

blackhawk_charlie2003@yahoo.com


I would hereby also put down the guidelines as well.
- Please prefix the e-mail with "[WMMT FAQ]" so that I know that this e-mail 
  is dedicated for the FAQ.
- Please make your e-mail readable. I am not going to credit anyone sending me 
  sending me things in strange gibberish or badly phrased things.
- Don't ask me to send you updated versions of my guide, because I won't
- The FAQ section is currently empty, so I will answer most of the questions 
  that you have sent me. However, once if the question, or in its relevant 
  way of asking it, has been answered, I will simply direct you to my guide.
- I accept e-mails in English, and answer the questions in English.
- If you are contributing to this guide, please leave me a line about your 
  name, since I will not disclose any e-mail addresses due to security reasons.
- Finally, be polite!


===============================================================================
<----------------------------------------------------------------------------->

                              2  UPDATE HISTORY (#02-00)

<----------------------------------------------------------------------------->
===============================================================================
<----------------------------------------------------------------------------->
2.1 Completed (#02-01)
<----------------------------------------------------------------------------->
Version 0.1:
- Completed the contents, as well as the layout. Somehow I have got the layout
  based on quite a lot of people's style.
- Wrote the copyright information.
- Decided the things to be covered.
-------------------------------------------------------------------------------
Version 0.2:
- Put up the game basics section (Chapter 5)
- Written some informations on the cars (Chapter 9)
-------------------------------------------------------------------------------
Version 0.3:
- Completed the Basics of Dynamic Handling (Chapter 6)
- Completed the Subaru section of the cars (Chapter 9.5)
-------------------------------------------------------------------------------
Version 0.4:
- Completed the Flying lap section--New Belt Line (Chapter 11). Originally 
  the data is based on a 700HP GDB.
- Added the JZA80 into the car listing (Chapter 9.2)
-------------------------------------------------------------------------------
Version 0.5
- Completed the Hidden Bosses chapter (Chapter 12)
- Decided to convert the entire flying lap section to be based on the 
  special car time attack. The new vehicle is the Devil Z. Part 12 converted.
- Added the preface of Flying Lap chapter (Chapter 12)
-------------------------------------------------------------------------------
Version 0.6
- Added the FC3S into Chapter 9
- Added the FD3S into Chapter 9
- Trimmed the Content Page, and implemented the Advanced Search 'bookmarks'.
- Completed the entire chapter 2.
- Decided to take out the section 6.4, the driving Psychology.
-------------------------------------------------------------------------------
Version 0.7
- Completed the Mazda section of Chapter 9 (9.1)
- Completed Chapter 9.4 (Mitsubishi section)
- Added 3 entries to chapter 9.3 (Nissan)
- Completed the Toyota Section
------------------------------------------------------------------------------
Version 1.0
- Completed the vehicle listing (Chapter 9)
- Completed the Game walkthrough section 01-02
- Completed chapter 1
- Refined the contents
- Refined the chapter 6.3, added grip driving.
- Completed the listing of the tuning parts (Chapter 10)
- Completed chapter 12, hidden bosses
- Completed chapter 13, secrets
- Completed chapter 17, entries may be added though.
------------------------------------------------------------------------------
Version 1.1
- Added the class B opponents (Chapter 8)
- Added the entires to the Gemballa cars (Chapter 9.6)
- Refined the ratings on different cars (Chapter 9)
-------------------------------------------------------------------------------
Version 1.2
- Corrected the technical details on the cars section
-------------------------------------------------------------------------------
Version 2.0
- Added the Chapter 14
- Refined the ratings on different cars and justified them (Chapter 9)
-------------------------------------------------------------------------------
Version 3.0
- Completed the Chapter 16 and the required translation
- Completed the re-work of Chapter 6.1
- Re-worked chapter 8
-------------------------------------------------------------------------------
Version 3.3
- Currently deleted the 'pacenotes' while trying for a faster record
- Further tweaked the rating on different cars. All were based on their 
  un-modified form i.e. 280HP/B
- Removed the Review and Battle Quotes Sections
- Finished the basic sections on circuit description.

<----------------------------------------------------------------------------->
2.2 To be Completed (#02-02)
<----------------------------------------------------------------------------->
[?] -- Started, to be finished
[x] -- Not yet started


[x] STORY
[?] TIME ATTACK--THE DRIVER'S VIEW
    [x] C1 Inbound
    [x] C1 Outbound
    [x] New Belt Line (Counter-clockwise)
    [x] New Belt Line (Clockwise)
    [x] Metropolitan Highway
[x] SECRETS/TIPS
    [x] Refining the Driving Skill
    [x] Against a Human Player
    [x] IR Attack
[x] Q & A (FAQs)
[x] CREDITS/ACKNOWLEDGEMENTS
===============================================================================

===============================================================================
<----------------------------------------------------------------------------->

                            3 BACKGROUND (#03-00)

<----------------------------------------------------------------------------->
===============================================================================
I first started this game all the way back in June 2004. Being a total newbie 
to this game, I was not doing too well until one of my friends, who also plays 
this game a lot, had given me tips on it. It turned out to be true--partially, 
anyway, that quite a lot of his knowledge, may suit my style of playing, and 
even most of the players I had seen. As I started using a full-tuned machine 
for the time attack, my time started to improve.

This had turned out to be the starting point of writing this FAQ. Gradually, 
I had turned my passion of actually playing this driving game, into using text 
to describe it (behind this reason--running out of money). As a result, I ended 
up on the GameFAQs website, putting my motivation of time and speed into text, 
with the sole purpose to share--and even motivate--other players to become 
better (or at least to whomever needs it on GameFAQs). I hope you enjoy this 
game, and finding this guide useful. I do not mean to boast, but to help, or 
as somebody likes to say. "The greatest success in the world is to make 
someone else achieve success." This, would be my objective of writing this 
guide. 
===============================================================================

===============================================================================
<----------------------------------------------------------------------------->

                               4 STORY (#04-00)

<----------------------------------------------------------------------------->
===============================================================================
I am not going to reveal any spoilers in the story for now. If you want to 
know about the background, you can go find the amine with the same name. 
Also, you may want to check out its sister work, called "Tokyo Capital 
Challenge".

The game has no background story however. Basically, you have reached the 
Tokyo Capital Highway to challenge the best of the best. To become better in 
driving and racing, you need to have your car tuned up; it does not mean only 
the power, but also the handling. Eventually, you will need all you have got--
the power, handling, as well as your own driving skill--to challenge the 
legendary Wangan blue in midnight, the Devil Z.
===============================================================================

===============================================================================
<----------------------------------------------------------------------------->

                               5 GAME BASICS (#05-00)

<----------------------------------------------------------------------------->
===============================================================================

<----------------------------------------------------------------------------->
  5.1  Game Information (#05-01)
<----------------------------------------------------------------------------->
 _____________________________________________________________________________
/                          Wangan Midnight Maximum Tune                       \
-------------------------------------------------------------------------------
|                          Game's Name: Wangan Midnight Maximum Tune          |
|                          Created By: Namco Inc.                             |
|                          Game's Genre: Driving / Racing                     |
|                          Gaming Platform: Arcade                            |
|                          Year Released: 2004                                |
|                          Memory Device: Tuning Card (Magnetic Card)         |
|                          Players in the Game: 1 / 2                         |
|_____________________________________________________________________________|
\_____________________________________________________________________________/


<----------------------------------------------------------------------------->
  5.2  Basics (#05-02)
<----------------------------------------------------------------------------->

1. Controls: 
-------------------------------------------------------------------------------
  - During menu selection:
    * Steering wheel left : cursor left
    * Steering wheel right: cursor right
    * Brake pedal         : cancel
    * Gas pedal           : confirm
    * View change         : toggles next page (data confirmation)
    * Gear shift          : cursor left / right / up / down (name entry)
    * Buyin button        : toggles next option (data confirmation)

  - During game play (when you're driving):
    * Steering wheel: Turning
    * Brake pedal   : Brake
    * Gas pedal     : Accelerate
    * View change   : Toggles 1st / 3rd person view
    * Gear shift    : Shift gears (only available in manual shift mode)
    * Buyin button  : Toggles accept / refuse vs mode (i.e. the other player
                      can challenge you or not)
-------------------------------------------------------------------------------

2. Saving your game:
-------------------------------------------------------------------------------
The arcade version of Wangan Midnight Maximum Tune (referred as WMT as follows)
features its very own save cards. It is a magnetic, train ticket-sized card 
with ink printed on the card. It bares the information of your name, car, power
and the opponents you have raced (and won) so far. You can only buy a card 
and save your data as soon as you have purchased the credit, and before you 
actually start playing.

The card lasts for 50 games. Each time you insert the card into any game 
machine for playing, you will automatically lose one game, but a continue 
does not count towards it (which means that you will only lose a game if the 
card is ejected). If you have played 50 games, you will be required 
to update your card. Notice that you may still keep your old card and the data 
will be transferred totally, meaning that you can still use the old (probably 
your dream) car and its corresponding settings.

On the card, it will contain the following information. The below one acts as
a sample.
 _____________________________________________________________________________
/ < IN             T    U    N    I    N    G        C    A    R    D         \
|-----------------------------------------------------------------------------|
|  ____________________________________                                       |
| / Name       MIKE                    \                                      |
| | Model      SUBARU IMPREZA          |                                      |
| |            WRX STi [GDB]           |                                      |
| | Rank       The Blue Comet          |                                      |
| |                                    |                                      |
| | HP         650 HP / G              |                                      |
| | CLASS      C [*][*][*][*][*]       |                                      |
| |            B [*][*][*][*][*]   [*] |                                      |
| |            A [*][*][*][*][*]   [#] |                                      |
| |           A+ [*][*][*][*][*]   [O] |                                      |
| |                                    |                                      |
| | Password  -----------------        |                                      |
| \____________________________________/                                      |
|_____________________________________________________________________________|
| Michiharu Kusunoki / Kodansha Ltd. All rights Reserved                      |
| 2003 NAMCO LTD., ALL RIGHTS RESERVED                               NAMCO    |
\_____________________________________________________________________________/


<----------------------------------------------------------------------------->
  5.3  Decyphering the Card (#05-03)
<----------------------------------------------------------------------------->

More than what is written on the card, it also saves the CURRENT settings of 
your car. This includes the colour, wheel selection, and the specific tunings
you have applied on your car.

So far I have seen 3 kinds of tuning card artworks.
1. Tatsuya Shima and his vehicle, Blackbird. It is in black with red stripes.
2. Akio Asakura and the legendary Devil Z. It is in white with blue stripes.
3. Reina Akinawa and her custom GT-R. It is in white with yellow stripes.

When you register your new card, the following informations are 'burnt' onto
it--and it comes forever. These are your name, anything lasts 5 characters,
and your chosen vehicle.

After those two comes your rank. If you don't play with other human opponents,
you will only get a messy X Class rank such as the N Class. However, as you
perform well in time attacks, win enough races and complete challenges alike,
your rank will change depending on the colour, route and number of wins you 
have completed.

Every time you win a race in your first playthrough, you will collect enough
points to start a basic tuning. You can choose to tune up the power or the
handling of your vehicle. Such information is stored on your card, but you
won't see it. Instead, you will see the amount of horsepower and the handling
of the vehicle.

After the amount of horsepower comes the slash and some characters. These are
the handling assessment from the program. It can be HG, G, B, D and DG which 
denotes high-grip, grip, balanced, drift and dangerous. This is about how you 
will handle the car. I will come across this later.

The class denotes the current level of opponents you have defeated so far. Each 
class is denoted by 5 small squares, each marking the corresponding opponent. 
If you have defeated a particular opponent (say Harada, normally the 4th guy of 
the C class), you will have a mark at the 4th square of the C class row.

The three seperate squares denotes the number of times you have completed the 
Wangan quest. There are secret bosses that you can only get and try to beat by 
repeatedly completing the game.

You can use the password to rank yourself over the Internet by typing it at the 
Namco website (http://www.namco.co.jp). As stated by Namco Inc., a 15 character 
password is a mileage password (the amount of km you have driven) and a 17 
character is a time attack password (the time you have used to complete a 
circuit).


<----------------------------------------------------------------------------->
  5.4  Gameplay (#05-04)
<----------------------------------------------------------------------------->
When compared with the previous release of Wangan midnight, this game has been 
significantly changed. Rather than trying to depleting the opponent's HP (!!) 
by leading him long enough, you will need to beat him Initial D / NFS 
Underground style instead. This is to lead your opponent accross the finishing 
line. The track that all of these events take place is a Japanese Metropolitan 
Highway around Tokyo, Shinjuku and a regional airport, namely the C1 Line and 
the New Belt Line.

Each time you complete a race against a computer opponent you will collect 
points for tuning. When you tune your car, you can choose to tune up the 
settings of the power, or the handling. Eventually, you will need everything 
you have and the skills you have to outrun the legendary Devil Z, the machine 
of the Wangan legend.

Apart from challenging the computer characters, you can choose to play the time 
attack mode. This mode lets you to run through a particular section of the 
highway. You can use this mode to polish up your driving skills and search for 
the limit. In this mode, you can use your own vehicle, or play the special car 
challenge. Special car challenge is similar to the normal mode, except you will 
drive the Black Bird, The Devil Z or the Reina GT-R to complete a lap instead.

The game also supports two-player versus battle. When you decide to accept VS 
gameplay and the other player challenges you, the race begins. Notice that the 
HP handicap will be turned on by default so as to balance the gameplay. You can 
turn it off along with your opponent by stepping on the brake pedal together. 
You two will go all out instead, where the rear car will not gain any bonus in 
speed.


===============================================================================
===============================================================================
<----------------------------------------------------------------------------->

                     6  THE THEORY OF SPEEDING (#06-00)

<----------------------------------------------------------------------------->
===============================================================================

<----------------------------------------------------------------------------->
6.1  Dynamic Handling (#06-01)
<----------------------------------------------------------------------------->
Driving fast is easy. Keep the pedal to the metal and the stick at the last 
gear, and you will get to the top speed. However, the race track--or this time, 
the highway--is comprised of not only straights, but also corners. As a result,
if you only aim for the top speed, you will end up spinning your car at the 
first corner after the straight. It will also not help if you take the corners 
too slowly--after all, to be fast on a track means that you must be fast on 
both the straights as well as the corners, at the absolute maximum of your 
limit. Thus, this chapter is dedicated to explain the theories of speeding.

To drive fast, there are a couple of things you should know.
1. Engine and gearbox--the straight line speed
2. Tyres--the mechanical grip to the track
3. Brakes--the speed they can take away before you enter a corner
4. Experience--the capibility of combining the things together, thus going fast

<----------------------------------------------------------------------------->
6.2  Engine and Gearbox--The Straight Line Speed (#06-02)
<----------------------------------------------------------------------------->
The engine is the powerplant. For every single point of power of the car, it 
comes from the engine. As a result, to know how to get the maximum power, you 
have to know about the behaviour of the engine first.

All car engines are fitted with a revolution limiter to prevent over-revving 
the engine and breaking it down. This limiter usually kicks in at about 7000 
to 9000 rpm, and it is independent to the speed and car. The actual place that 
this limiter will interfere with the engine is at 1000 rpm down from the top 
rev of the engine.

Taking an example of the Subaru Impreza WRX STi, which has the engine meter 
ranging from 1000 to 9000. Usually, the limiter kicks in at 8000 rpm, and you 
cannot squeeze the power beyond that point at higher gears. 

The specification of most engines dictates that the maximum amount of power 
the engine will yield is just before it reaches the rev limit. If we are 
talking about 8000 rpm, you will usually get the most amount of power at 
about 7600-8000. Around those values, it is called the "power peak".

After that comes the gearbox, and I have a strong emphasis of using manual 
shifting rather than auto shifting, as this is the only way to go faster than 
before. The automatic gearbox comes with significant delay to the red zone and 
the power peak, thus missing the optimal shifting area, if not the point.

Generally, you should SHIFT UP as the engine rpm rises to the power 
peak; and SHIFT DOWN as the engine rpm falls down too much. With turbocharged 
engines, you know that the rpm falls too much when the turbo is not working 
and the pressure is released. As a rule of thumb, keep the rev at the area 
between 5000 and the power peak.

As a side note, in this game you should shift down after exiting a corner. 
You will go faster that way.

<----------------------------------------------------------------------------->
6.3  Turning Around (#06-03)
<----------------------------------------------------------------------------->
Part two of the dynamic driving course is to learn how to turn in. In order to 
do so, there are two styles of turning currently in use. One of those is the 
grip styled turn in Formula One, the other one is the drift styled turn seen in 
Rally Championships.

Incidentally, grip handling, as seen in most tarmac racing, is quicker than 
powersliding a.k.a drifting. However, in order to clarify different methods of 
driving, I will list them both.

<----------------------------------------------------------------------------->
6.3.1  Grip turning
<----------------------------------------------------------------------------->
Before you approach a corner, you will enter a braking zone. The size of the 
braking zone varies from car to car, but mostly it will be the speed that 
matters. After you have braked off enough speed, turn in. Maintain traction 
throughout your actions, thus you should only give half power to the throttle 
pedal.

As you turn in, make sure that your car touches the most inward point of the 
corner, namely the apex. At all times, you must maintain your heading towards 
the road. Only the sides of the car body would be close, yet NOT touching, 
the apex. Since the apex would have concrete walls right next to it, touching 
it means that you will lose quite a lot of speed.

Ease off the steering after you have touched the apex, as it was the slowest 
point of the corner. Shift down now so that your engine can give a bigger push 
to the vehicle and help you to get away from the corner quick. Accelerate as 
described in the earlier chapters.

<----------------------------------------------------------------------------->
6.3.2 Powersliding
<----------------------------------------------------------------------------->
Powersliding, or as what people prefer to say as, 'drifting', is totally 
another approach to the corner. This can help you to take a corner with a much 
higher entry speed than grip turning is used to. However, during the cornering 
you are essentially controlling the car at its grip limit. Think about it as 
"controlling the car on a finite amount of oversteering".

To start a drift, brake very hard, then follow it with a slam at the throttle. 
This will kill the traction and make the driving wheels (usually the rear 
wheels) to start spinning. Do not shift down at this stage, since it will 
increase the efficiency of the engine, and you don't want that until you are 
out of the corner.

Now, turn in sharply. Your heading is not as important as grip turning, as the 
general motion of the car will take over (thus, sliding). Try to hit the apex 
while you are doing so.

Center the steering wheel once you have passed the apex of the corner. Also, 
you should shift down and ease off the pedal in order to let the wheel to 
regain traction. As the rpm meter dies down, gradually apply the power and let 
the car exit the corner. Generally, use this method to turn when you are 
facing the "red corners". Sometimes if you turn in too hard, you may need to 
apply steering at the opposite direction i.e. counter-steering.

Be highly aware of burnouts as you do so. It happens when you throttle too 
hard, and the tyre screeches at a very high-pitched noise. When such thing 
happens, immeidately release the throttle to a lower setting.

===============================================================================

===============================================================================
<----------------------------------------------------------------------------->

                             7  GAME MODES (#07-00)

<----------------------------------------------------------------------------->
===============================================================================
Basically, there are three modes in this racing game, namely the story mode, 
time-attack mode, and VS mode. The last one can only be toggled if you accept 
challenges, and the other player actually challenges you.

Story mode:
Story mode is acutally the main mode of this game (and whatever not?). You will 
need to play this mode three times through to clear it, and it is the only mode 
that will earn you points to further tune up your car. See the tuning section 
for further details about tuning up your car. You are also bound to encounter 
the secret bosses in this mode, as well. 

Your opponents in the story mode are actually divided into 4 classes--beginner, 
intermediate, expert, and super A. Within a class, there will be four opponents 
already ready for your challenge. You need to beat these four guys before the 
class boss show up--he...or she...will show up as the last opponent that holds 
the fifth slot of the class.

VS mode:
Only available in a peer-to-peer form (the player on the machine next to you 
plays with you), the VS mode is actually where the challenge lies. To initiate 
the challenge, simply say "yes" when the game prompts you. However, if you are 
playing alone (or the other player refuses to play VS), that screen becomes 
accept / refuse VS. The mechanism is literally the same.

Notice that the track is chosen by the host, not the challenger. However, the 
challenger can pick the BGM he / she wishes to listen to, and the time of the 
challenge i.e. day or night. Incidentally, the amount of traffic is same 
regardless of the time.

Boost mode is on by default, and the car at the rear receives a power boost 
in order to balance the gameplay, especially when there is a difference in 
power. If both players wish to play a boost-off match, they must step, and hold 
the brakes when the loading screen comes up. This turns off the boost function, 
where both players receive no power bonus. In this case, the phrase 
"Go All Out!" appears.

Time-attack mode:
Toggle this by choosing the time-attack mode in the main menu. This lets you 
to perform a time trial on a selected track on the highway circuit--without 
traffic, which means you have obviously less obstacles on the way, but no 
excuse for you when you mess up.

You can choose between using your own car, or the legendary special machines 
to challenge this highway course. Using your own car will be pretty 
self-explaing--your own car. The special car challenge places you into the 
cockpit of one of the following cars: Reina GT-R, Devil Z, and Blackbird. They 
have different handling characteristics, and different tracks that will suit 
them most. The "pace-notes" are posted at the later chapters.

===============================================================================

===============================================================================
<----------------------------------------------------------------------------->

                         8  GAME WALKTHGOUGH (#08-00)

<----------------------------------------------------------------------------->
===============================================================================

Note: During the 3rd playthrough, you are required to race the entire length 
of the highway to win instead. Incidentally, at those games your start point 
is same as you will start a time-attack run. Also, the racers at the 3rd 
playthrough are much harder than what you will expect--as a result, don't make 
even the slightest mistakes. It may cost you your win. On the next update, I 
will split the 3rd playthrough away from this chapter, since things had got 
different..and way more difficult as said above.

<----------------------------------------------------------------------------->
8.1 C Class Rivals (#08-01)
<----------------------------------------------------------------------------->
"The appearance of the midnight blue of the Devil Z signifies the revival of 
the Wangan Legend."
-------------------------------------------------------------------------------
Stage 1: VS Akio Asakura -- At first playthrough
Opponent's Information:
Name      : Akio Asakura
Vehicle   : Nissan Fairlady Z300SX [Z31]
Route     : C1 Inbound B
Difficulty: *
Length    : xx.x km

Strategy:
You need to take on "The Man of Wangan Highway" right at the first stage of 
your gaming career. Brace yourself...but don't worry, you won't lose messily as 
your opponent is only racing you at his half strength. Further more, you are 
only racing his normal Fairlady, rather than the Devil Z. (Trust me, you can't 
beat his Devil Z...yet)

You will be using an un-tuned car with not-so-good handling (to put it 
lightly) to race with him. However, since your car lacks the power to run too 
fast, you may as well try to flat out at this stage. Be careful though, you are 
racing at daytime, and the road is laden with moderate amount of traffic, not 
to mention that this circuit is sharp and narrow in highway context. At this 
stage, you should be able to flat the medium corners easily, just remember to 
shift down as you exit. Once you go through the hairpin left that brings you to 
the middle section (you MUST BRAKE before turning in), you know that victory is 
in sight.

-------------------------------------------------------------------------------
Stage 1: VS Gachan (Gen Sasaki) -- After first playthrough
Opponent's Information:
Name      : Genoski
Vehicle   : Toyota Celsior [UCF10]
Route     : C1 Inbound B
Difficulty: *
Length    : 11.8km

Strategy:
With Akio gone driving his Devil Z, this guy comes into play, but the previous 
strategy still applies. The route is still the same, therefore, so should be 
your strategy. With pure skill, you can already beat this guy. Take a look at 
chapter 12 to know more about turns you want to know. 

This race starts right after the first runway that ends with a sharp right 
turn, which should give an idea where you are.

-------------------------------------------------------------------------------
Stage 2: VS Kochan (Takashi)
Opponent's Information:
Name      : Takashi
Vehicle   : Savanna RX-7 GT-X V-spec [FC3S]
Route     : C1 Onbound A
Difficulty: **
Length    : xx.xkm

Strategy:
The next guy looks like an Indian pal...with a funny haircut. Don't get me 
wrong though, it does not mean that he is a Mr. Pushover. Anyway, you are going 
to test your shiny, recently tuned vehicle and your driving skills against him.

I will suggest you to tune up the handling first if it is your first playthru, 
as this arena is the tight and sharp C1 outbound, where sharp corners and 
narrow roads really call for it. Even for the slightest turn, be prepared to 
turn sharply in. There are a couple of corners where you can actually go flat 
out, so use those chances wisely.

You are coming through the notorious middle section, the common section that 
is shared by both the C1 and the New Belt this time...and for almost every 
other races you are going to play. Anyway, keep your eyes open at that 
section. You will come accross some walls that lies at the middle of the road, 
which you must avoid it at all costs. Otherwise, you will crash into one of 
those. The car will not break, but you will lose a lot of valuable seconds 
recovering from the loss of speed (This equals a sudden halt). Finally, the 
middle section is signified by a hairpin right turn with some white rumble 
strips at the right side of the road. Once you go through that turn, you know 
that you should now be cautious.

-------------------------------------------------------------------------------
Stage 3: VS Oki
Opponent's Information:
Name      : Oki
Vehicle   : Mazda RX-7 Type Bathrust [FD3S]
Route     : New Belt Line (Clockwise) A
Difficulty: ***
Length    : 12.6km

Strategy:
Like another opponent that you will come accross later, this guy has some 
psychological problems to come over. Anyway, I suggest you to use this to your 
advantage.

You should tune up the power of your car this time, since you will be driving 
through some straight line sections of this circuit. As you would have 
expected, you can further extend this advantage by driving a 6-speed car. Exit 
the corners without crashing into anything, and you will beat him in no time. 

By the way, take a look at the bridge that you will go through at the starting 
area of this circuit. When at night, it will be filled with fireworks as you 
drive by. Remember this area--you will come across at the very next stage, from 
the opposite direction.

-------------------------------------------------------------------------------
Stage 4: VS Harada
Opponent's Information:
Name      : Harada
Vehicle   : Nissan Fairlady Z300SX Version R [Z31]
Route     : New Belt Line (Counter-clockwise) A
Difficulty: ***
Length    : 12.6km

Strategy:
If it is the first playthrough, you may notice that you are driving the other 
half of the New Belt Line this time. Last time...when you are fighting Oki.

This guy is cocky, but he does have something to live up with that. He will 
constantly try to block your overtaking move while trying his when he is at 
your back--even this means pushing you away. Well, why don't you do the very 
same on him?

This track requires a car with good balance and acceleration, but top speed is 
not the primary concern. Other than the starting section, this track is mostly 
straights and medium to sharp turns. You may need to brake off some speed 
before entry, thus goes the acceleration. Your opponent is unfortunate enough 
to pick "The ultimate speed" to achieve, which literally translates out that 
his car has poor acceleration, but good top speed.

This is a day race, so you have to be aware of traffic. The traffic worsens as 
you approach the bridge, where the finish line is located. After the left turn, 
you will be on the bridge and the finish line is ahead of you--but so do the 
traffic.

-------------------------------------------------------------------------------
Stage 5: VS Reina Akikawa -- At first playthrough
Opponent's Information:
Name      : Reina Akikawa
Vehicle   : Nissan GT-R V-Spec [BNR32]
Route     : New Belt Line (Clockwise) C
Difficulty: *****
Length    : 17.7km

Strategy:
This is also an one-time opponent. She will race you for fun this time, but she 
will not be on this stage after the 1st playthrough. Rumours said that she had 
gone chasing the Devil Z, which is the car you are going to catch a glipse of.

You start at the same start point where you will normally start your time 
attack run. I'll suggest you to immediately start driving fast and cleanly exit 
the right-left chicane in order to gain speed at the first straight, thus build 
the distance up. As you gradually travel through the circuit at maximum speed, 
be careful of the right hander that leads you into the main 4-lane speedway. 
As Reina says that you two are at the legendary Wangan Line, you will see the 
event of Devil Z being triggered. Keep the shifter at the place it should be, 
and pedal on the metal as well...you are still in a race.

The Devil Z roars by, and you will immediately see how powerful 'she' actually 
is. While she throws you and Reina at her back and storms past, don't worry 
about it. Keep going past the straight section of the track, release the gas, 
and shift down at the 120 and the 60 deg corners at the end of the track, then 
further accelerate back. The end of the runway is located 800m behind the 
medium right after the easy left, where you two will be heading north. 
You can't beat the Devil Z for now if you have just gone through a couple of 
stages of tuning. However, you will face her later properly.

Spoiler: It is entirely possible, though very hard, to beat the Devil Z at this 
stage. However, it is hard, since you will need -almost- every single tuning 
point available to you. And further more, as the car is not affected by the 
boost, a mess up will cost you the chance, definitely. If you beat the Devil Z, 
listen to Akio's comment--it's quite sacarstic indeed.

-------------------------------------------------------------------------------
Stage 5: VS Makoto Morishita--After first playthrough

Opponent's Information:
Name      : Makoto Morishita
Vehicle   : Subaru Impreza WRX [GC8]
Route     : New Belt Line (Clockwise) C
Difficulty: *****
Length    : 17.7km

Strategy:
Remember this route--during the first playthrough, most races start on it if 
you two are racing on the New Belt Line. Right after the medium right-left, you 
may really let loose your car and let her build up, this will definitely throw 
your opponent off. However, be careful as you turn the medium right that lead 
you down to the straight, as Miss Morishita will start to catch up. Depending 
on the model of your car, you may lose the lead--briefly at this stage. Just 
maintain the distance so that you will not be thrown off.

Right at the end of the New Belt Line South, you will be led away from the 
highway and enters two sharp turns. You should aim to turn in early and build 
up so that you will have a clean exit on both turns. Accelerate hard. There are 
only two more turns to go, and the acceleration of your car will be sufficient 
to overtake your opponent.

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

<----------------------------------------------------------------------------->
8.2 B-class Rivals (#08-02)
<----------------------------------------------------------------------------->
"Unless you gain greater power, you will never overtake the target."

Note: Except stage 10, you are proving to the car tuners that you can actually 
race by beating them.
-------------------------------------------------------------------------------
Stage 6: VS Kazuhiko Yamamoto
Opponent's Information:
Name      : Kazuhiko Yamamoto
Vehicle   : Subaru Impreza WRX STi [GDB]
Route     : C1 Inbound B
Difficulty: ******
Length    : 9.6km

Strategy:
You are now trying to be tough on this race, since the C1 Inbound is actually 
the turf of the 4WD vehicles--which is represented by the Subaru. Be sensitve 
on the steering wheel, and put the shifting on the 4th to 6th, provided that 
you have one. Usually you can only keep chasing on the C1 belt until you hit 
the middle section of the highway, where you can truly start the overtake game. 

You must be particularly careful at the end of the track. The turns are quite 
sharp, and and constantly line change means that the handling is imperative 
over that area. Be cautious on the throttle so that you will not crash into 
a traffic, as well. Since that difficult section is located almost at the end 
of the track, one mistake, and you may not recover from it.

-------------------------------------------------------------------------------
Stage 7: VS Kazuo Ota
Opponent's Information:
Name      : Kazuo Ota
Vehicle   : Mazda RX-7 Type R Bathrust [FD3S]
Route     : C1 Outbound B
Difficulty: ******
Length    : 9.6km

Strategy:
Another legendary car tuner you need to beat, though, this car may be a bit 
more easy to win against. This all depends on your driving style, and the 
tuning you have gone over so far. The track is slightly larger than the C1 
inbound...and you can give a higher amount of speed to it. Anyway, the more 
important aspect is to maintain traction after corners, and have a good 
handling on the car.

The race starts after the tunnel after the second sector, where you two have 
passed a tightening right-hander. Follow him until you have hit the concrete-
like section that is bumpy, then you can really start the chase. After that 
comes the central belt section, where you should aim to maintain your lead. 
As you rejoin the C1 belt, you will be confronted by two medium S-turns. If 
you can hold him off after passing him, you know that the victory is in sight.

-------------------------------------------------------------------------------
Stage 8: VS RGO Yamanaka
Opponent's Information:
Name      : RGO Yamanaka
Vehicle   : Nissan Silvia Spec R [S15]
Route     : New Belt Line clockwise, sector A
Difficulty: *****
Length    : 12.6km (To be confirmed)

Strategy:
You are racing him with the route exactly the same as Oki, and this time is 
the daytime race. Race as usual, but be aware the left-right chicane after the 
exit from the bridge, as there is a convoy of three heavy trucks. You may want 
to brake harder than usual to prevent yourself from smashing into those trucks. 

After that part you will hit the central belt highway. Maintain cautious once 
you are close to the pillars between the road. Smash into one of them, and you 
may find yourself unable to recover from them. You can gradually increase the 
power after the right hairpin after the upward slope at the end of the pillar 
sections.

You are almost home free after two right-left chicanes. At the last chicane, 
turn in early with a lower speed so that you can get a clean exit and a faster 
speed, hitting the finish line quicker than him.

-------------------------------------------------------------------------------
Stage 9: VS Gen Goto
Opponent's Information:
Name      : Gen Goto
Vehicle   : Nissan Skyline GT-R II [R34]
Route     : New Belt Line counter-clockwise, sector A
Difficulty: *****
Length    : 14.4km (To be confirmed)

Strategy:
The same route that you have raced Harada before. You may find that the 
strategy that you have used against him working as well in this scenario. 
However, this time you should not bump into him, as his car is quite durable 
against crashes.

Maintain the lead after the final km, where a left-hander will lead you to 
the bridge. Flat out over those areas, remember to shift down, and then you 
will have a way less severe headache against him.


-------------------------------------------------------------------------------
Stage 10: VS R200 Club
Opponents' Information:
Name      : CCR, Japan (1st round, 9.8km), and Sodona (2nd round, 7.9km)
Vehicle   : Nissan Skyline GT-R V-spec [BCNR33] x 3
Route     : New Belt Line (Clockwise) C
Difficulty: *******
Length    : 9.8 + 7.9km

Strategy:
This race starts at the place where you are re-joining the New Belt Line at the 
North part, just after the hairpin right. Right after the start, drift wide to 
the right side of the highway and leave the circuit temporary. You will climb 
up the connection route after the left medium turn. Turn right and re-join the 
circuit. You will see that you are starting to pressurize these guys as your 
speed builds up. Your opponents are running with a five-shifter 4WD, which can 
be easily beaten on a highway that features straights more than anything else. 

CCR and Japan had picked the wrong party to crash. Anyway, after the medium 
right-left chicane at the first part of the race, you will come to a straight 
section that allows your car to run at its full speed. Besides, the downward 
slope lets you to run way faster than your opponents. Just don't crash onto 
any traffic. As you hit the 4-lane highway, the first stage comes to an end. I 
hope that you have won this relatively easier part...

These two guys get angry after you have beaten them, and decide to call out 
their better pal, Sonoda in his white car. This will be the next opponent you 
need to beat (within the same credit). As what you are going to see at the time 
attack section, you know that this section of the highway is going to be 
totally straights until the exchange line.

The two hairpins at the end of the Southern New Belt Line ends as you go into 
the exchanging line, braking extremely hard down to 4th for the 120 turn, then 
go through the 60-deg turn that leads you back on the highway. The other 
section that allows fast run comes up. If you are following him, take this 
chance to seize the lead. From there, it is just one more easy left and a 
medium right before the finish line.

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

<----------------------------------------------------------------------------->
8.3 A class Rivals (#08-03)
<----------------------------------------------------------------------------->
"Rush to the place, rush to the stage of speed!"
-------------------------------------------------------------------------------
Stage 11 - Keiichiro Aizawa
Opponents' Information:
Name      : Keiichiro Aizawa
Vehicle   : Toyota Supra Turbo [JZA80]
Route     : C1 Outbound
Difficulty: ********
Length    : 8.7km

Strategy:
You are racing the car with a top draw in terms of acceleration on the track 
that is its home turf. You may get a hard time at here. However, my own 
experience suggests that at the central belt highway he is highly valunerble 
to passing, and you should put your overtaking move up at there. The race 
starts just after the 1st tunnel at the C1 outbound, where you can build up 
your speed quite comfortably.

Before the finish line is the tunnel, where you want (and must) stay away from 
the left side despite it's the side with the apex. If you stick to that side, 
chances are, you may bump into a trap, significantly removing all the speed 
you have, thus your chance to win.

-------------------------------------------------------------------------------
Stage 12 - Tomoya
Opponents' Information:
Name      : Tomoya
Vehicle   : Nissan Skyline GT-R [R32]
Route     : New Belt Line counter-clockwise, sector B
Difficulty: ********
Length    : 9.8 + 7.9km

Strategy:
This guy do know how to drive, and there isn't any drag-strip that allows 
you to pull away quickly. However, at the cornering sectors you may be able to 
fend off him, or overtake him. More than not, this happens during the race 
through the central belt line. The race also ends on the bridge.

-------------------------------------------------------------------------------
Stage 13 - Koichi Kijaka
Opponents' Information:
Name      : Koichi Kijaka
Vehicle   : Mazda Savanna RX-7 GTX [FC3S]
Route     : C1 Inbound B
Difficulty: ********
Length    : km

Strategy:
Same region with the Supra, but this time it's definitely harder. The turns 
are sharper in this course, and this guy knows quite some dirty tricks. 
When you are pulling alongside him, be careful that he may smash his car into 
yours. You may want to counter with this action from you instead.

Literally, the final move for an overtake is the short straight before hitting 
the central belt highway. Take your time, but be aware of the oncoming traffic.

-------------------------------------------------------------------------------
Stage 14 - Koichiro Hiramoto
Opponents' Information:
Name      : Koichiro Hiramoto
Vehicle   : Nissan Skyline GT-R [BNR32]
Route     : New Belt Line clockwise, sector A
Difficulty: ********
Length    : 10.6km

Strategy:
This guy claims to have a bit of psychological problem to overcome, but you 
should never believe it. Nonetheless, at the final straight, you must keep the 
speed so that you can stand a chance to win him.

The race starts at the northern-most corner of the highway, and you must remain 
cautious until you hit the medium right-hander that leads you down to the 
main straight, where the drama starts. Before that, chances are, you have 
already passed him. 

The main straight of the Wangan Line is also called the "drag strip" among 
other players, and this huge, 6-kilometer in length, straight is essentially 
one. You two may exchange the leads for quite a while until the end.

-------------------------------------------------------------------------------
Stage 15 - Maki Kamiya & Eiji Kamiya
Opponents' Information:
Name      : Maki Kamiya / Eiji Kamiya
Vehicle   : Mitsubishi Lancer Evo VI GSR [CN9A]
Route     : New Belt Line Clockwise B
Difficulty: ********
Length    : 15.6km

Strategy:
This battle is quite tough in my opinion, especially these Lancers are really 
hard in the battle, and it will be a struggle to fight yourway out if any of 
them is blocking your path. Needless to say, these guys are way more aggressive 
than the opponents you have faced to date before.

While you can seize (and maintain) the lead right after the start, chances are, 
you will probably lose it when it comes to that 6km+ straight that you can only 
find at the New Belt Line (clockwise) section. Maki's top speed is probably 
higher than you, so that he may simply overtake you and continue to build up 
his lead. Fortunately, he won't get away over 5 metres provided that you don't 
crash. (And thanks to the boost)

This pair of brothers brakes quite hard after the elevation and the two sharp 
right-handers. If you have got your lead back, you can pretty feel secure, as 
the victory is almost yours. However, if you can't overtake him at there, 
things can get quite difficult onwards. There are a couple of medium straights 
before the finish where you can try to overtake, but the narrow track can 
nullify your advantage.

<----------------------------------------------------------------------------->
8.4 A+ class Rivals (#08-04)
<----------------------------------------------------------------------------->
"There is a place in the world that you can only understand once you have 
reached the limit."
-------------------------------------------------------------------------------
Stage 16 - Tatsuya Shima
Opponents' Information:
Name      : Tatsuya Shima
Vehicle   : Nissan Fairlady Version S[Blackbird]
Route     : C1 Outbound B
Difficulty: ********
Length    : 11.6km

Strategy:
First time you gotta race someone in a special car...and this is not an easy 
race, since his car is already fast enough.

Notice that at the third playthrough, you almost have no room for mistake. 
Take a corner too wide or losing too much speed, the race's half over--with 
you on the losing end.

The race starts at the right-hander just before the tunnel. Just follow the 
track over the C1 belt, be extra cautious over the bumpy section at the end of 
the C1 belt, where you are at the northern sector. Especially if you are not 
careful, you may find yourself crash into the barrier, since you have no 
control over the car when some of its wheels are in the air, and the inertia 
is quite high. Once you have entered the central belt highway, start your 
overtaking move.

After the tunnel at the end of the central belt comes a medium left-right. 
Release the throttle as you pass through, or you may run wide, leaving you 
valunerable. After that, just follow the track back home.

-------------------------------------------------------------------------------
Stage 17 - Masaki
Opponents' Information:
Name      : Masaki
Vehicle   : Mazda RX-7 Type R [FD3S]
Route     : C1 Inbound A
Difficulty: ********
Length    : 8.6km

Strategy:
The same track as the Akio race, but this guy is way faster than Akio that you 
have beaten before. Nonetheless, the usual strategy pays off as you race at 
here.

Two points that worth noting is the beginning and the end. The beginning of the 
race places you on a highly bumpy section of C1 inbound belt, therefore you 
should be cautious over corners, release the throttle if necessary. At certain 
corners you have to forget the out-in-out strategy, but to keep your car to 
the inside of the corner to avoid traffic.

Towards the end of the track comes a blind left-hand hairpin that goes 
down-slope. Try to go through the corner smoothly by braking early, where you 
should start braking at the end of the upward straight. Shift down two gears, 
powerslide through the corner and you will be find. After that, it will be 
another left-right chicane before you hit the finish line.

-------------------------------------------------------------------------------
Stage 18 - Takayuki Kuroki
Opponents' Information:
Name      : Takayuki Kuroki
Vehicle   : Nissan Skyline GT-R V-Spec [BCNR33]
Route     : New Belt Line clockwise, sector A
Difficulty: ********
Length    : 10.6km

Strategy:
Let loose the power! Delibrately run wide to enter the right side of the 
entry-way as you start off. Once you have hit the new belt line, be 
slightly cautious over the throttle. There will be two chicane turns waiting 
up ahead, then a shorter straight. Initiate the overtaking move there.

Once you have hit the longest straight (a 4-lane straight that forms the 
particular feature of this track), let loose the power on your vehicle. Your 
opponent may exchange the position with you for a couple of times on this 
straight, but if you are leading when you hit the tunnel, you are almost 
done and won.

-------------------------------------------------------------------------------
Stage 19 - Reina Akikawa
Opponents' Information:
Name      : Reina Akikawa
Vehicle   : Nissan Skyline GT-R [BNR32]
Route     : New Belt Line counter-clockwise B
Difficulty: **********
Length    : 13.8km

Strategy:
The route that you have finished Harada off long ago. However, Reina is way 
more serious now, and so is her vehicle. You may need to chase for more than 
two kilometers before you can catch up, where the drama will start. 

The central belt highway is actually the challenge! Not only you will need to 
have total concentration to dodge the traps, lane dividers and traffic, but 
also keep an eye on her white GT-R, this time being solely modified to suit 
her racing style. Chances are, you are going to lose the lead for this time. 

Take back the lead once you have cleared the central belt section. As you race 
towards the bridge, you should aim to build a comfortable lead that at least 
lasts for 20 meters. Pass the medium left and hit the finish line. 

On the third playthrough, you will need to continue after bridge. Be highly 
aware of the traffic, and keep your cornering clean. Once you hit the 4-lane 
Wangan line, the finish line is ahead.

-------------------------------------------------------------------------------
Stage 20: Final Battle
Opponent's Information:
Name      : ???
Vehicle   : ???
Route     : Metropolitan Highway (Complete)
Difficulty: ***********
Length    : 12.6 + 25.4km

Strategy:
When the loading screen shows up it says that you are racing with Mr. Shima, 
but this race is, actually, the final test to see if you have lived yourself up 
to the standard of a Wangan racer. At the second part of the race, you are 
racing with not one, but two opponents, with the second one being Akio Asakura, 
driving the Devil Z.

The first part of the race is right exactly like the New Belt Line section B, 
with the exception that you will go straight instead of turning left (towards 
the central section). Since you have raced the other opponents to come this 
far, I'm not going to tell you again on how you drive. In fact, this route 
should look familiar to you due to the numerous race duels you have made. 
However, I will talk about the final km, where you will come across two new 
corners before the end. It is a double apex left, with the second one slightly 
tightens up. While the guide suggests that you should be cautious, a flat-in 
with maximum lock will get the job done. You must finish, and win the first 
part of the race in order to challenge the Devil Z. 

Be warned: Shima's new Fairlady is very, very fast that he will throw you away 
for at least the first half of the race distance. Keep your brain cool and 
your car from crashing, and gradually you will start to catch up with the car. 
Once you have taken up the lead, maintain it and prevent him from overtaking 
you back.

Akio comes up after the race in his Devil Z, waiting for a challenge. When the 
second round starts, you three will be on the C1 inbound direction. Be cautious 
until you enter the middle section of the highway--signified by a hairpin left. 
The turns and the road are sharp, and tight at the C1 area, which means that 
you should generally be aware, and turn in sharply as well. You may as well 
need to sacrifice some of the exit speed to avoid crashing into barriers. On 
the other hand, you must be aggreesive so as to keep the distance with your  
opponents, yet to be careful not to hit any traffic. While you can try to 
overtake your opponents, following them closely will usually be sufficient. 

Pass the middle section brings you onto the New Belt Line. You will be going 
through the sector C. You may refer to stage 10 for the actual strategy. Be 
extremely cautious at the final stage of this race, where you three are on the 
straight. Your opponents will try their best to block you, even this means that 
they will push you off the road or onto an obstacle. However, as long as you 
can maintain the lead, it should not be too difficult. Win this race to 
complete the playthrough. Enjoy this race--it is one of the few races that will 
pump your heart out, excluding the hidden bosses.

===============================================================================

Additional Section: Walkthrough of the 3rd playthrough

There are certain changes on the third playtrough. First, you have to race the 
entire length of the track, which is same as listed in the time attack section. 
This also includes the start and finish point. As a result, a good time-attack 
run helps substantially at here.

The opponent's vehicle are tuned at his / her limit as well. This does not only 
mean the power, but also the handling. You will require a perfect line entry 
and speed to maintain the lead, especially at the final stage of the race. 
Finally, don't expect mercy at here--your opponent will do whatever he / she 
can to stop you from overtaking, even shoving you into a car or wall with an 
amazingly high chance of success!

An additional attribute appears in the opponent's information, it is the 
recommended setup (settings). You have already got 4 points of varible tuning 
at start, and 1 point more for every 5 wins. You can freely assign these 
points to create an optimized setup for a round, but at the cost of a further 
wastage of the card life. By default, I will take on the opponents one by 
one without jumping the class unless required.

Certain battles are so hard that they earn the difficulty with 5/5 (nightmare) 
listed on. Expect an odd of win at about 20% on a first go. If you are aiming 
for some hollow stars, good luck. You are going to need it.

<----------------------------------------------------------------------------->
8.5 C Class Rivals (#08-05)
<----------------------------------------------------------------------------->
-------------------------------------------------------------------------------
Stage 1: VS Gachan (Gen Sasaki) 
Opponent's Information:
Name      : Genoski
Vehicle   : Toyota Celsior [UCF10]
Route     : C1 Inbound
Settings  : 2p + 2h (4)
Difficulty: 1 / 5 (Easy)
Length    : 13.7km

Strategy:
Still this guy that drives a 4-speed piece of crap. With appropriate caution 
and a clean line, you should have no problems sending him back packing.

This car has a hard time climbing hills, giving you a good chance of overtaking 
at the end of the Central Belt Highway. For the remainder of the track, just 
don't drift too hard and not crash into anything, you will win in no time.

-------------------------------------------------------------------------------
Stage 2: VS Kochan (Takashi)
Opponent's Information:
Name      : Takashi
Vehicle   : Savanna RX-7 GT-X V-spec [FC3S]
Route     : C1 Outbound
Settings  : 2p+ 2h (4)
Difficulty: 2 / 5 (Intermediate)
Length    : 13.9km

Strategy:
This FC has improved for quite a lot. It's way more durable than before, 
meaning that he has a high odd of success if he wants to play wild. However, 
his car has a lower top speed, which means that at the longer straight you 
will have no time to pass him. Just make sure that you don't crash at the 
last two kilometers.

-------------------------------------------------------------------------------
Stage 3: VS Oki
Opponent's Information:
Name      : Oki
Vehicle   : Mazda RX-7 Type Bathrust [FD3S]
Route     : New Belt Line (Clockwise)
Settings  : 3p + 1h (4)
Difficulty: 1 / 5 (Easy)
Length    : 25.4km

Strategy:
His FD is tuned to the maximum, but he still runs wide. Provided that you don't 
crash into the lane dividers (also called the "walls of death"), you should 
be able to seize the lead at the southern turn-in point and keep it to the 
finish. If you're using 650HP, the difference can be as much as 30 meters.

You may want to set your car to a 700HP / D setup (4 power, 0 handling), but 
then your car will probably slide everywhere at the final chicane before the 
finish line. This may simply cost your win. If you want to play the power 
games, use 680 / D instead. Be warned, never, EVER hit the lane dividers. If 
you do, you've essentially lost.

-------------------------------------------------------------------------------
Stage 4: VS Harada
Opponent's Information:
Name      : Harada
Vehicle   : Nissan Fairlady Z300SX Version R [Z31]
Route     : New Belt Line (Counter-clockwise)
Settings  : 2p + 2h (4)
Difficulty: 2 / 5 (Intermediate)
Length    : 19.7km

Strategy:
The third game with this guy comes together with some blocking skills from 
him, but it shouldn't be too hard to perform an overtaking manouver to him. 
Just make sure that you don't crash into anything at the final turn and make 
a clean exit, then you will win.

-------------------------------------------------------------------------------
Stage 5: VS Makoto Morishita

Opponent's Information:
Name      : Makoto Morishita
Vehicle   : Subaru Impreza WRX [GC8]
Route     : New Belt Line (Clockwise)
Settings  : 3p + 1h (4)
Difficulty: 3 / 5 (Decent)
Length    : 25.4km

Strategy:
You may notice the huge, long, wide straight that features the longer version 
of the New Belt Line already. While this place is great for testing the top 
speed, it is not recommended on this round. 

Makoto's car comes with a high level of durability, which is the thing that 
you should aim for as well. Also, as the track ends after a right-left medium 
chicane, you should get some handling points as well. In fact, if you run wide 
at that stage, you will certainly lose. Fortunately, the chicane will be lack 
of traffic throughout, giving you a chance to shoot for a clean exit. You can 
even trail her for most part of the race, just aim for an overtake at the last 
chicane, as I have tried before.

Even it means losing speed, try to stick to the inside line when you exit the 
final corner. This way, she will have a harder time to overtake you.

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

<----------------------------------------------------------------------------->
8.6 B-class Rivals (#08-06)
<----------------------------------------------------------------------------->
"Unless you gain greater power, you will never overtake the target."

Note: Except stage 10, you are proving to the car tuners that you can actually 
race by beating them.
-------------------------------------------------------------------------------
Stage 6: VS Kazuhiko Yamamoto
Opponent's Information:
Name      : Kazuhiko Yamamoto
Vehicle   : Subaru Impreza WRX STi [GDB]
Route     : C1 Inbound
Settings  : 2p + 3h (5)
Difficulty: 3 / 5 (Decent)
Length    : 13.7km

Strategy:
A first shot win is hard to achieve on this round, but it is possible, and 
can be done. If you are following my recommendation on the car settings, you 
have to release the gas over certain turns at the final stages of the race, 
as your car is faster than before. Just be sure that you don't mess up and 
crash--you can't pay the cost.

-------------------------------------------------------------------------------
Stage 7: VS Kazuo Ota
Opponent's Information:
Name      : Kazuo Ota
Vehicle   : Mazda RX-7 Type R Bathrust [FD3S]
Route     : C1 Outbound
Settings  : 2p + 3h (5)
Difficulty: 5 / 5 (Nightmare)
Length    : 13.8km

Strategy:
Normally a RX-7 FD is not too hard to beat, but this time, given that his car 
is durable enough to block you efficiently, you will have a hard time to play. 
Try not to bother passing with traffic on one side and you two are on the 
other, since you will probably get shoved and lose a lot of speed.

The optimal place of passing is the right sharp turn that leads you back to the 
C1 belt. Your opponent will go into a hard drift, giving you a high chance of 
passing provided that you are careful enough. If you can hold him off for the 
final km or two, you win.

-------------------------------------------------------------------------------
Stage 8: VS RGO Yamanaka
Opponent's Information:
Name      : RGO Yamanaka
Vehicle   : Nissan Silvia Spec R [S15]
Route     : New Belt Line clockwise
Settings  : 3p + 2h (5)
Difficulty: 3 / 5 (Decent)
Length    : 25.4km

Strategy:
Don't expect that you can overtake him for the first part of the track, since 
this guy is quite fast, so is his Silvia. However, as his car is quite drifty 
around corners, you can aim for a chance to seize the lead. At the last 
chicane, if you don't crash, you will win corfortably.

-------------------------------------------------------------------------------
Stage 9: VS Gen Goto
Opponent's Information:
Name      : Gen Goto
Vehicle   : Nissan Skyline GT-R II [R34]
Route     : New Belt Line counter-clockwise
Settings  : 4p + 1h (5)
Difficulty: 4 / 5 (Hard)
Length    : 19.7km

Strategy:
If you hadn't got the lesson before, now it is time to let you learn that 
"never underestimate a Skyline". His car is very fast, and the handling remains 
tight even during the sharpest corner. A 730HP / DG setup makes you outrun him, 
but you have a high odd of screwing up at corners. A 700HP / D setup balances 
it a bit, yet let you to maintain a comfortable lead at most of the times. 
If you keep using 680HP, it will be very close, and you may be out of your 
power at the final straight.

-------------------------------------------------------------------------------
Stage 10: VS Ghost Squad
Opponents' Information:
Name      : Pinky, Clyde (1st round), Inky (2nd round)
Vehicle   : ???
Route     : New Belt Line (Clockwise)
Settings  : 4p + 2h (6)
Difficulty: 5 / 5 (Nightmare)
Length    : 9.8 + 15.6km

Strategy:
There are certain reasons that these guys are tough. Pinky and Clyde are easy 
preys for seasoned racers, but Inky will probably give you some headache even 
if you are careful. Always be careful when you get beside him, as he will 
constantly try to push you into a wall if you do so. Given that his car is 
highly durable, he has an amazingly high chance of sucess. Worse still, he 
barely loses speed around corners at all.

The vital point of success is to enter the final chicane first, and a clean 
exit. If you don't crash into anything nor lose too much speed, you can win 
the game easily.
-------------------------------------------------------------------------------

<----------------------------------------------------------------------------->
8.7 A class Rivals (#08-07)
<----------------------------------------------------------------------------->
"Rush to the place, rush to the stage of speed!"
-------------------------------------------------------------------------------
Stage 11 - Keiichiro Aizawa
Opponents' Information:
Name      : Keiichiro Aizawa
Vehicle   : Toyota Supra Turbo [JZA80]
Route     : C1 Outbound
Settings  : 3p + 3h (6)
Difficulty: 4 / 5 (Hard)
Length    : 13.8km

Strategy:
This driver is not as aggressive as the others you have faced before, so you 
can have a little breather. However, his car is the best vehicle in terms of 
time attack, so you should expect that it's fast, and grippy as well. Just make 
sure that you seize the lead after the final section of the Central Belt 
tunnel. Otherwise, your chance of winning diminishes significantly.

-------------------------------------------------------------------------------
Stage 12 - Tomoya
Opponents' Information:
Name      : Tomoya
Vehicle   : Nissan Skyline GT-R [BNR32]
Route     : New Belt Line counter-clockwise
Settings  : 5p + 1h (6)
Difficulty: 4 / 5 (Hard)
Length    : 19.7km

Strategy:
When an R32 is tuned for speed, it can blow past almost every car. Glad that 
there aren't many drag strips, or you may simply have no chance of winning. 

You should be getting used to the dangerous setup by now, if you want to make 
a good timed run. However, if you are less confident, a 700HP / D setup is 
still sufficient. It will be a close race that way, but you should not be 
losing.

-------------------------------------------------------------------------------
Stage 13 - Koichi Kijaka
Opponents' Information:
Name      : Koichi Kijaka
Vehicle   : Mazda Savanna RX-7 GTX [FC3S]
Route     : C1 Inbound
Settings  : 3p + 3h (6)
Difficulty: 5 / 5 (Nightmare)
Length    : 13.7km

Strategy:
A twisty, narrow track + a dirty driver = a deadly combination. The only 
overtaking point is the 6-lane uphill drive, and you better seize the chance 
without making a hard drift afterwards. Be deadly sure that you don't crash 
into anything at the bumpy section at the last part.

-------------------------------------------------------------------------------
Stage 14 - Koichiro Hiramoto
Opponents' Information:
Name      : Koichiro Hiramoto
Vehicle   : Nissan Skyline GT-R [BNR32]
Route     : New Belt Line clockwise
Settings  : 4p + 2h (6)
Difficulty: 4 / 5 (Hard)
Length    : 25.4km

Strategy:
This guy starts off quite slowly, and lets you to take the lead without much 
standing a fight. However, he will, and is going to, make his comeback. Based 
on my experience, this usually happens when you hit the tunnel (about 5.0 km 
left to go). Since his car is quite capable of blocking your attacks, you 
shouldn't try blocking too much at this stage, but it is doable.

Your boost is not as powerful as his, so don't try to play his trick on him. 
Instead, concentrate on a final corner takeover.

-------------------------------------------------------------------------------
Stage 15 - Maki Kamiya & Eiji Kamiya
Opponents' Information:
Name      : Maki Kamiya / Eiji Kamiya
Vehicle   : Mitsubishi Lancer Evo VI GSR [CN9A]
Route     : New Belt Line Clockwise
Settings  : 4p + 2h (6)
Difficulty: 5 / 5 (Nightmare)
Length    : 25.4km

Strategy:
A normal race, much like the last round. The action also starts when you 
three hit the Central Belt, only this time it will be tougher. Exit clean at 
the final turn, and you will make it.

This battle marks the differnece between the street wannabes and the racers of 
the Super A tier. I sincerely suggest that you beat the opponents you have 
faced so far and get Kitami's third tuning point before venturing into the 
final five rounds.

<----------------------------------------------------------------------------->
8.8 A+ class Rivals (#08-08)
<----------------------------------------------------------------------------->
"There is a place in the world that you can only understand once you have 
reached the limit."
-------------------------------------------------------------------------------
Stage 16 - Tatsuya Shima
Opponents' Information:
Name      : Tatsuya Shima
Vehicle   : Nissan Fairlady Version S[Blackbird]
Route     : C1 Outbound B
Settings  : 3p + 4h (7)
Difficulty: 5 / 5 (Nightmare)
Length    : 13.8km

Strategy:
If there's anything worse than death, racing this guy would be it. Not only 
being a special car, it is also at the limit of its capability. As a result, 
this race presents the hardest challenge apart from the ultimate round. Not 
much suggestion I can make at here, except being more cautious than you should 
be, and race hard. 

You may need to go slower than normal during certain corners in order to 
avoid crashing into barriers or cars. If you crash into any truck, the battle 
is lost.

-------------------------------------------------------------------------------
Stage 17 - Masaki
Opponents' Information:
Name      : Masaki
Vehicle   : Mazda RX-7 Type R [FD3S]
Route     : C1 Inbound
Settings  : 3p + 4h (7)
Difficulty: 4 / 5 (Hard)
Length    : 13.7km

Strategy:
Short straight, tight turns, a cocky opponent with a car that excels at 
acceleration...you're in trouble, man. Never fight him with a high grip 
setting, as you will be lack of speed to overtake him. A 680HP / B setup should 
do the trick most of the time.

-------------------------------------------------------------------------------
Stage 18 - Takayuki Kuroki
Opponents' Information:
Name      : Takayuki Kuroki
Vehicle   : Nissan Skyline GT-R V-Spec [BCNR33]
Route     : New Belt Line clockwise
Settings  : 4p + 3h / 5p + 2h (7)
Difficulty: 5 / 5 (Nightmare)
Length    : 25.4km

Strategy:
This guy's R33 would be tuned to its limit, and amazingly fast at the 
straights. As a result, only bother overtaking him before hitting the right-
left chicane at the final km. If you succeed, it's done.

-------------------------------------------------------------------------------
Stage 19 - Reina Akikawa
Opponents' Information:
Name      : Reina Akikawa
Vehicle   : Nissan Skyline GT-R [BNR32]
Route     : New Belt Line counter-clockwise
Settings  : 5p + 2h (7)
Difficulty: 4 / 5 (Hard)
Length    : 19.7km

Strategy:
Her car is a powerhouse now. More often than not she will be leading. However, 
if you do thing correctly, it should not be a problem to pass her. Probably 
this win is not something that you will appreciate for now, anyway.

-------------------------------------------------------------------------------
Stage 20: The battle of the Legends
Opponent's Information:
Name      : ???
Vehicle   : ???
Route     : Metropolitan Highway (Complete)
Settings  : 5p + 2h (7)
Difficulty: 5 / 5 (Nightmare)
Length    : 12.6 + 25.4km

Strategy:
This is it. You have marched a long road to become the overlord of the highway, 
and this is the final obstacle between you and the finish. Even Taz and Akio 
had gone...gone for good, who is going to take the place, and accept your 
challenge?

A normal guy, a normal vehicle...an ordinary road car that you may simply 
ignore, but the car, along with its driver, is accepting your challenge...

Part 1: Blinky (Namco Van)
Attempting to avenge the loss of the ghost team you have beaten before, Blinky 
comes first, and tries to whip your ass. The exceptional height of his car 
means that he will obscure your vision if you get too close, and this can be 
a very nasty surprise when he change lanes. If you keep your distance and 
race hard, you will have a hard time, but not anything you hand't see before.

Part 2: Blinky and Pac Man (Both Namco Van)
The next part of the race starts at the C1 inbound. Be cautious so that you 
can maintain the distance closely behind your opponents. Gradually, Blinky 
will back off for his mechanical issues, leaving you and Pac Man for an 
one-on-one shootout. Live should be easier once you have hit the New Belt Line 
towards the middle of the course. Once you three hits the main straight, it 
gradually becomes a drag race. If you can block both opponents' attacks inside 
the tunnel, you will win. The finish is located just outside the tunnel exit. 
Good luck conquering these guys, you will need it.

===============================================================================

===============================================================================
<----------------------------------------------------------------------------->

                              9  VEHICLE LISTING (#09-00)

<----------------------------------------------------------------------------->
===============================================================================
Note: The ratings shown below are personal opinions only. They may not reflect 
      the actual behaviour of the vehicle.

<----------------------------------------------------------------------------->
9.1 Mazda (#09-01)
<----------------------------------------------------------------------------->
Mazda RX-7 Type R Bathrust [FD3S]
Engine: 654cc x 2 13B-REW rotary engine, twin turbo
Transmission: 5-speed FD

Acceleration: 6.5/10
Cornering   : 7.5/10
Max speed   : 7.5/10
Handling    : 7.0/10
Power       : 280HP

Description: A well balanced car that almost suits any kind of situation, RX-7 
can be your true dream babe, or a piece of crap depending on your driving 
style. This car gains speed quite quickly, but it can easily get maxed out, 
leaving you dry heaving on long straights. Being a good car to use, this car is 
actually one of the favourites among the drivers.

-------------------------------------------------------------------------------
Mazda Savanna RX-7 GT-X [FC3S]
Engine: 654cc x 2 13B-REW rotary engine, turbocharged
Transmission: 5-speed FD

Acceleration: 7.5/10
Cornering   : 8.0/10
Max speed   : 6.5/10
Handling    : 7.0/10
Power       : 205HP

Description : A previous version of RX-7, but only equipped with a single 
turbo engine. This car has a more spectacular acceleration at lower speeds, 
at the cost of its high-speed performance. Recommanded for veterans.

<----------------------------------------------------------------------------->
9.2 Mitsubishi (#09-02)
<----------------------------------------------------------------------------->
Mitsubishi Lancer Evolution VIII MR GSR[CT9A]
Engine: 2.0lt 4G63 L4 turbocharged
Trans : 6-speed 4WD

Acceleration: 7.5/10
Cornering   : 7.0/10
Max speed   : 6.5/10
Handling    : 7.0/10
Power       : 280HP

Description : The 8th generation of Mitsubishi Lancer comes together with an 
entirely new 6-speed transmission box and a lot of electronics such as the 
ACD (active-car differential), TC (traction control) and things like that. 
With a light-spot body, this car is essentially capable to take on the Subaru 
Impreza. In fact, the new Mitsubishi WRC (world rally championship) car is 
a further modification of the Lancer Evo 8. Be aware of the transmission 
system, as it is the heaviest type in the game, and will severely handicap 
the top speed of the car.

-------------------------------------------------------------------------------
Mitsubishi Lancer Evolution VI GSR [CP9A]
Engine: 2.0lt 4G63 L4 turbocharged
Trans : 5-speed 4WD

Acceleration: 7.5/10
Cornering   : 7.0/10
Max speed   : 6.5/10
Handling    : 7.0/10
Power       : 280PS

Description : A civilian version of WRC class A selection. This is more a 
stock-car based, cheaper to maintain version of the Evo 8. All in all, this 
car may be slower than Evo 8, but comes back up in terms of handling and 
cornering.

-------------------------------------------------------------------------------
Mitsubishi GTO Twin-Turbo [Z16A]
Engine: 3.0lt V6 turbocharged
Trans : 6-speed 4WD

Acceleration: 8.0/10
Cornering   : 5.5/10
Max speed   : 8.5/10
Handling    : 6.5/10
Power       : 280PS

Description : With the most advanced technology available in the '90s, Mit 
had manufactured this car. The powerful engine forced the factory to make this 
car heavy in order to balance the issue of mad handling. As a result, this 
car is the heaviest in the game, making its cornering sluggish and drifty, 
severely crippling its ability around corners. On the other hand though, this 
car is very stable on the long straights, with a strong acceleration.

<----------------------------------------------------------------------------->
9.3 Nissan (#09-03)
<----------------------------------------------------------------------------->
Nissan Skyline GT-R [BNR32]
Engine: 2.6lt RB26DETT L6 turbocharged
Trans : 5-speed 4WD

Acceleration: 7.5/10
Cornering   : 7.5/10
Max Speed   : 8.5/10
Handling    : 9.0/10
Power       : 280PS

Description : Good--almost perfect at anything, Skyline is actually a great 
car in terms of the look as well as the performance. With a 5-gear shift, she 
can and will enter and exit beautifully at corners as well as straights, while 
most of her opponents can only dream of. Being the best car IMO, however, she 
actually requires skills to handle, and can become the worst piece of crap if 
you cannot exploit her limit.

The handling of this car is almost perfect among most cars, leaving you extreme 
ease to handle her. Be careful though, since you may be spoiled by her and 
unable to control other cars as good as this.

-------------------------------------------------------------------------------
Nissan Skyline GT-R V-spec [BCNR33]
Engine: 2.6lt RB26DETT L6 turbocharged
Trans : 5-speed 4WD

Acceleration: 6.5/10
Cornering   : 6.5/10
Max Speed   : 7.0/10
Handling    : 6.0/10
Power       : 280PS

Description : A GT-R fitted with a 5-speed shifter instead, and it does not 
win too many souls, mainly because of its mediocre attributes, and it also 
has the understeer of the R34. Maybe you will want to get something better 
in terms of handling instead...

-------------------------------------------------------------------------------
Nissan Skyline GT-R II [BNR34]
Engine: 2.6lt RB26DETT L6 twin-turbo
Trans : 6-speed 4WD

Acceleration: 8.5/10
Cornering   : 6.0/10
Max Speed   : 9.0/10
Handling    : 7.5/10
Power       : 280PS

Description : If you prefer a 6-gear GT-R, you should use this car instead. 
According to my knowledge, most North American players prefer this car to 
anything else, since this car has not been imported into America. While this 
car excels in power, the handling is actually worse than it sounds to be.

Keep an eye on her steering system though, as this car has a significant 
understeer initially. While this will gradually become better, you must learn 
to turn in early at the early stages.

-------------------------------------------------------------------------------
Nissan Fairlady Z [S30]
Engine: 2.0lt L6 NA
Trans : 5-speed FR

Acceleration: 7.0/10
Cornering   : 7.5/10
Max Speed   : 7.5/10
Handling    : 7.5/10
Power       : 130PS

Description : The "speeding tank". While the power of the engine does not make 
up to the speed, the uber-sized stability prevents it from being bumped during 
VS battles. While the 5-speed gearbox may cause a lowered top speed, the 
handling is actually supurb and stable.

Incidentally, this car is used by Akio Asakura, namely "The Devil Z". As I have
said, this car is having a NA system, which causes the first step of basic 
tuning becomes fitting a turbine kit instead.

-------------------------------------------------------------------------------
Nissan Fairlady Z [Z31]
Engine: 2.0lt L6 NA
Trans : 5-speed FR

Acceleration: 4.5/10
Cornering   : 5.0/10
Max Speed   : 5.0/10
Handling    : 5.0/10
Power       : 250PS

Description : Even more stable, and robust than the S30, and definitely a 
wild battle elite's choice of vehicle. While this car can push away most 
opponents and send them into the nearest wall, it actually handles like a mess. 
Not only having a low top speed (just faster than the Toyota Celsior), it also 
tend to slide around corners and lose more speed than the others, making it 
demanding to handle.

This car is a hidden vehicle. To select it, choose the S30 and user the shifter 
to enter N-6-4-3.

-------------------------------------------------------------------------------
Nissan Fairlady Z Version S [Z33]
Engine: 3.5lt V6 NA
Trans : 6-speed FR

Acceleration: 8.0/10
Cornering   : 7.5/10
Max Speed   : 8.5/10
Handling    : 8.0/10
Power       : 280PS

Description : The direct decendent of the Fairlady Z, this car also comes with 
the natural aspiration system, and a huge 3.5lt engine. This gives an agile 
response and a responsible handling to the driver. Also, this car is capable 
to be quick on the straights. While being a brilliant vehicle to drive, she 
hadn't got much hearts among players in my opinion, mostly because she loses 
out badly if your opponent decides to bump her with his car. Take a note of 
that, and learn how to defend yourself. Otherwise, you may enter a spin that 
you may never recover from.

Incidentally, this car is used by Tatsuya Shima, namely "Blackbird". As I have 
said, this car is having a NA system, which causes the first step of basic 
tuning becomes fitting a turbine kit instead.
-------------------------------------------------------------------------------

Nissan Silvia [S15]
Engine: 2.0lt L4 turbocharged
Trans : 6-speed FR

Acceleration: 6.5/10
Cornering   : 7.5/10
Max Speed   : 7.0/10
Handling    : 7.5/10
Power       : 250PS

Description : A normal turbocharged car. Not a bad selection, but you may want 
to drive something better. This car tends to have a bad name among players that 
it is the best car to fish. Well, if you can master this car, actually you may 
win quite a lot of times with her.

<----------------------------------------------------------------------------->
9.4 Toyota (#09-04)
<----------------------------------------------------------------------------->
Toyota Supra [JZA80]
Engine: 3.0 lt L6 turbocharged
Transmission: 6-speed FR

Acceleration: 9.0/10
Cornering   : 6.5/10
Max speed   : 9.0/10
Handling    : 7.0/10
Power       : 280PS

Description: A good selection. This car handles well during turns, and has a 
relatively higher maximum speed when fully tuned. Better still, you can reach 
the optimal rev faster than most of the others, hence, better acceleration. 
The drawback comes at a slightly lower top speed, and a more severe turbo lag 
(it takes longer to rev up at lower ranges). Basically, a good car to start 
and master with.

-------------------------------------------------------------------------------
Toyota Chaser Tourer V [JZX100]
Engine: 2.5lt L6 turbocharged
Trans : 5-speed FR

Acceleration: 7.0/10
Cornering   : 6.5/10
Max Speed   : 8.0/10
Handling    : 7.5/10
Power       : 280PS

Description : Probably a bad choice is you don't know what you want. This car 
is designed for stability rather than dynamic handling. The acceleration is 
quite sluggish, but the top speed is rather high. Moreover, it loses a lot of 
speed during turns. However, the awesome stability may prevent you from 
crashing into something you are not expected to.

-------------------------------------------------------------------------------
Toyota MR-2 GT-S [SW20]
Engine: 2lt L4 turbocharged
Trans : 5-speed MR

Acceleration: 7.0/10
Cornering   : 6.5/10
Max Speed   : 8.5/10
Handling    : 7.0/10
Power       : 245PS

Description : The smallest car in the game, and it adopts the configuration of 
middle-engined rear-drive. As a result, it gives you a better acceleration and 
top speed, as well as being robust in crashes. However, this car does not have 
a good cornering ability, and tends to drift around corners a lot.

-------------------------------------------------------------------------------
Toyota Celcior [UCF10]
Engine: 4.0lt V8 NA
Trans : 4-speed FR

Acceleration: 4.0/10
Cornering   : 5.0/10
Max Speed   : 4.5/10
Handling    : 5.0/10
Power       : 250PS

Description : A 4-door car designed for luxury travel and comfort, thus the 
speed and handling is expected to be crap. Barely making 334 at 800PS, this 
car has a massive inertia and slides a lot around corners. To cap it all, it's 
a fun vehicle to try, but extremely difficult to use properly, not to say 
master it. If you can drive it properly, it is not hard to master other 
vehicles in the game.

This is a secret car. To select it, choose the Toyota Chaser, and enter 
N-6-4-3 on the shifter. Only after that this car will appear.

<----------------------------------------------------------------------------->
9.5 Subaru (#09-05)
<----------------------------------------------------------------------------->
Subaru Impreza WRX Sti [GDB]
Engine: 2.0 lt EJ20 H4 turbocharged
Trans : 6-speed 4WD

Acceleration: 7.5/10
Cornering   : 8.0/10
Max speed   : 6.0/10
Handling    : 7.0/10
Power       : 280PS

Description : Petter Solberg must have made a good advertisement for this car, 
as this is the model that won the 2003 World Rally Championship. With brilliant 
acceleration and traction, it suits well at the C1 track. However, she comes 
short in terms of max speed, and loses power during turns. Try flatting out 
the corners to correct this instead.

Also, since this car employs the 4WD transmission system, which is the heaviest 
one among the three, she suffers significantly on straights. Compared with a 
Toyota Supra (I have tried these two), the Impreza requires more horsepower to 
reach the same speed. When you are having the variable tuning, consider raising 
the power attribute first. Moreover, when compared with its main counterpart--
the Lancer Evo. 8, this car is more drift-happy. Don't say that you hadn't be 
warned.

-------------------------------------------------------------------------------
Subaru Impreza WRX [GC8]
Engine: 2.0 lt EJ20 H4 turbocharged
Trans : 5-speed 4WD

Acceleration: 7.0/10
Cornering   : 7.5/10
Max speed   : 6.0/10
Handling    : 7.5/10
Power       : 280PS

Description : One of the stage opponents, Makoto Morishita, drives this car. 
Basically it is a WRX STi, but having a 5-speed shifting device instead. As a 
result, the handling becomes easier than a standard 6-speed, which gives a 
better acceleration, but a lower max speed. Overall, this is a good car to 
drive, but requires less skill than the standard GDB. Like the GDB, this car 
is more drift-happy than its main rival (counterpart), the Lancer Evo. 6.

-------------------------------------------------------------------------------
Subaru Legacy 2.0 B4 V-spec [BL5]
Engine: 2.0 lt EJ20 H4 turbocharged
Trans : 5-speed 4WD

Acceleration: 6.5/10
Cornering   : 7.5/10
Max speed   : 7.0/10
Handling    : 8.0/10
Power       : 280PS

Description : The Subaru Legacy is actually a luxury version of the Impreza 
WRX, so the comfort factor becomes the first to concern, rather than the race 
capabilities. However, this does not mean that she comes together with crap 
handling. While she is not as good as the Impreza, she still has a good 
balance and a tight handling. If you are tied of the other 4WD, give this car 
a try.

<----------------------------------------------------------------------------->
9.6 Gemballa (#09-06)
<----------------------------------------------------------------------------->
Note: Gembellas only appear on Japanese-langauged machines. If you're playing 
the English version, you cannot select this brand. Basically, this section of 
cars resembles two entirely different kind of foreign vehicles. Incidentally, 
both of them are Porsche look-alikes.
-------------------------------------------------------------------------------
Gemballa 3.8RS
Engine: 3.8 litre H6, natural aspiration
Trans : 5-speed RR

Acceleration: 8.5/10
Cornering   : 6.0/10
Max speed   : 8.0/10
Handling    : 6.5/10
Power       : 300PS

Description : To be sure, this car is actually a porsche, without the turbo 
system installed. With the engine installed at the back, this results the 
shortest (and lightest) transmission system in the game. Therefore, this car 
can do a much higher speed than the other cars, at the price of a worse 
handling. Be advised that this car also tends to drift a lot around corners, 
too.

-------------------------------------------------------------------------------
Gemballa RSR
Engine: 3.8 litre H6, natural aspiration
Trans : 5-speed RR

Acceleration: 8.0/10
Cornering   : 6.5/10
Max speed   : 7.5/10
Handling    : 6.5/10
Power       : 300PS

Description : Almost the same as the Gemballa 3.8RS, but with a better 
aerodynamical shape. Basically this car handles slightly better, but the 
speed and acceleration is not as spectacular as its counterpart.

===============================================================================


===============================================================================
<----------------------------------------------------------------------------->

                        10  TUNING THE CAR (#10-00)

<----------------------------------------------------------------------------->
===============================================================================

<----------------------------------------------------------------------------->
10.1 Basic Tuning (#10-01)
<----------------------------------------------------------------------------->
Basic Tuning refers to the parts fitting that boosts the points on the power 
and the handling attributes. Once fitted, you cannot re-assign the attributes. 

Each win over an opponent you hadn't won before gives sufficient points for 
you to perform a basic tuning. If you have lost however, half of the bar is 
filled instead. It may be wise to battle the hardest opponent in that class
after a loss, since you have nothing to lose essentially.

Note: The description of the modification (phrased as "Tuning" in the game 
context) is not yet correct. If you think a description should be something 
instead, please do contact me.

-------------------------------------------------------------------------------
Power Tuning
-------------------------------------------------------------------------------
1.  Turbo kit / Boost controller
    - The turbo kit allows the boosted air flow for a NA car, while the boost 
      controller will increase the airflow over the default turbo settings, 
      for a vehicle already fitted with the turbo kit.

2.  Muffler Exchanged
    - Changing the muffler will yield more power at high speed.

3.  Ingressive Air Filter
    - By changing to a larger air filter, you can increase the airflow 
      along with the engine rpm.

4.  ECU Exchanged
    - By exchanging the engine control unit, you will optimize the modified 
      engine over its original settings.

5.  Intercooler fitted.
    - Fitting the intercooler lowers the air temperature, increases the air 
      density, along with the airflow.

6.  Piping Kit
    - Installing the piping kit restricts air loss by eliminating the friction.

7.  Big Turbine Fitted
    - The big turbine lets more air to be charged before passing in, giving 
      a larger amount of power.

8.  Exhaust Manifold
    - The exhaust manifold forces more exhaust gas into the system, giving 
      higher power to the turbo kit. (Notice the change of the sound at the 
      exhaust.)

9.  Engine Fully Balanced
    - Balancing the engine removes the friction between various parts, giving 
      optimal output.

10. ECU Reset
    - By re-setting the engine control unit lets you to fully gain control of 
      the tuned engine.

-------------------------------------------------------------------------------
Handling Tuning
-------------------------------------------------------------------------------
1.  Brake Pads
    - The High-U brakes that replaces the default ones can stop a car faster 
      than normal.

2.  Race-spec Suspension Kits
    - The hardened, un-adjustable suspension kits commonly used in races 
      significantly improves handling.

3.  Wheels
    - Changing the wheels gives more grip to the ground, thus improves 
      handling during corners.

4.  Suspension Link
    - By linking the left and right suspension kit, the car will have less 
      unnecessary body roll.

5.  Anti-roll Bars
    - The anti-roll bars are designed to prevent unnecessary body rolls during 
      cornering.

6.  Adjustable Suspension Kit
    - These sets of suspension kit commonly used in races can handle the grip
      levels at high speed cornering.

7.  Aerodynamic Kit
    - The fitting of the aero kit further improves handling and grip.

8.  Roll Cage
    - The roll cage protects the driver, and further reduces body roll.

9.  Large Braking Pads
    - These sets of braking pads allows you to stop the car faster even at 
      high speeds.

10. Lightweight Welding Kit
    - By removing all unnecessary appliances, your car will be much lighter 
      and more durable.

<----------------------------------------------------------------------------->
10.2 Tuning After the First Playthrough (#10-02)
<----------------------------------------------------------------------------->
After the first playthrough you will complete the basic tuning, where the 
parts listed in the above chapter will be all fitted. From now on, your car 
will be tuned by the specialists. Depending on the car you have chosen, your 
car will first be tuned by any of the two car tuners, and finally Kitami 
"The Devil's Tuner" will further extend your car.

Each win now gives you 20% points on the bar. If you have lost, you will 
collect 6% on the bar instead, making the same points of a win if you have lost 
3 times in a row. It may make sense if you try to take on the hardest opponent 
in the class if you have lost twice in a row. If you lost, you still collect 
sufficient points as a win. If you won, so much the better.

As stated above, you can only earn 4 tuning points per each playthrough. These 
tuning points, unlike the fixed attributes that Basic Tuning offers, they can 
be changed at your will. At the second screen of the card confirmation, just 
use the steering wheel to assign those values to the power and the handling 
attributes. This can come quite handy knowing the tracks you want to beat.

All cars get maxed out at 800HP/DG setting. You can get this by assigning all 
8 variable points of attribute towards the power. On the other hand, you can 
also get a car with a weak power, but highly durable. Taking the example of 
a full-tuned car, you can have the following combinations: 

600HP / HG: 0 power + 8 handling
620HP / HG: 1 power + 7 handling
650HP / G : 2 power + 6 handling
680HP / G : 3 power + 5 handling
700HP / B : 4 power + 4 handling
730HP / D : 5 power + 3 handling
760HP / D : 6 power + 2 handling
780HP / DG: 7 power + 1 handling
800HP / DG: 8 power + 0 handling

Knowing, and using, these attributes well can get you out of a sticky 
situation, should you require it.

===============================================================================


===============================================================================
<----------------------------------------------------------------------------->

                  11  TIME ATTACK--THE DRIVER'S VIEW (#11-00)

<----------------------------------------------------------------------------->
===============================================================================

<----------------------------------------------------------------------------->
11.1 Preface (#12-01)
<----------------------------------------------------------------------------->
The following are based on the "Normal Time Attack", such that you will use 
your own car to challenge the record time. Since personal opinions are included 
in this passage, so do the car selection. You should only use this part of the 
guide as a reference. To get a better time, you need to develop your style of 
driving.

The data I am using here is based on a fully-tuned, 700PS, balanced handling 
Toyota Supra [JZA80]. This machine has 6th gear.

-------------------------------------------------------------------------------
<----------------------------------------------------------------------------->
11.2 C1 Inbound (#11-02)
<----------------------------------------------------------------------------->
Information: C1 INBOUND
Length     : 13.7km
Description: Counter-clockwise direction on the highway that goes through the 
             city centre of Tokyo. It mainly contains short straights and 
             tight corners and suits the running style of a grippy car.

-------------------------------------------------------------------------------
<----------------------------------------------------------------------------->
11.3 C1 Outbound (#11-03)
<----------------------------------------------------------------------------->
Information: C1 OUTBOUND
Length     : 13.9km
Description: Clockwise direction of the C1 ring. It has even shorter straights 
             than the Inbound direction, but the turns are less sharp. 
             Nevertheless, shoot for grip if you are driving on this track.


-------------------------------------------------------------------------------
<----------------------------------------------------------------------------->
11.4 New Belt Line (Counter-clockwise) (#11-04)
<----------------------------------------------------------------------------->
Information: NEW BELT LINE, COUNTER-CLOCKWISE
Length     : 19.8km
Description: A shorter version of the New Belt Line that goes through the 
             "bridge". You can aim for a better power, more drifty style at 
             here. Incidentally, this track is considered the least technical 
             one among the 4.

-------------------------------------------------------------------------------
<----------------------------------------------------------------------------->
11.5 New Belt Line (Clockwise)  (#11-05)
<----------------------------------------------------------------------------->
Information: NEW BELT LINE, CLOCKWISE
Length     : 25.4km
Description: The circuit that features the legendary Wangan Line, a 4-lane 
             highway that features nothing but straights. However, to run fast 
             you also need to skillfully conquer the technical section of this 
             circuit. You may want to have the maximum power, and leave your 
             skill to tackle the turns instead.



-------------------------------------------------------------------------------
<----------------------------------------------------------------------------->
11.6 Metropolitan Highway (Circuit) (#11-06)
<----------------------------------------------------------------------------->
Information: METROPOLITAN HIGHWAY (CIRCUIT)
Length     : 59.8km
Description: A run through the entire highway in both of the directions. This 
             challenge requires not only speed, but also the utmost amount of 
             handling. For a track being so long, you may want to have a higher 
             amount of concentration when attempting this challenge.

===============================================================================
<----------------------------------------------------------------------------->

                  12  THE HIDDEN BOSSES IN THIS GAME (#12-00)

<----------------------------------------------------------------------------->
===============================================================================
All of these guys are one-time deals, at the third playtrough. The next time 
you pick the stage, they will be reverted back to who they should be.
(R200 club <--> ghost squad, Taz and Akio <--> Van Team)
<----------------------------------------------------------------------------->
12.1 Ghost Squad (#12-01)
<----------------------------------------------------------------------------->
Driven by Clyde, Pinky and Indy, you may recognize these guys from the classic 
Pac-Man. You need to evade them in Pac-Man, but you must do the best to 
overtake these guys. Trust me, they are even tougher than the R200 club.

The car they use is funny--it is actually one of the traffic selections, the 
4-door sedan. However, the handling is even better than the Devil Z. They can 
definitely go over 310 km/h, so you should be aware of that. If you are driving 
a FR car, or preferably a GT-R, you will at least need 650 PS and a tight 
handling to even stand a chance to these guys. If you are using an Impreza, you 
probably need more power to handle that.

You will face these guys during your 3rd playthrough, at stage 10, where you 
will originally race the R200 club. Also, you will need to race the entire 
length of New Belt Line during these two races.

<----------------------------------------------------------------------------->
12.2 Van Team (#12-02)
<----------------------------------------------------------------------------->
Van Team actually refers to the two vans and their drivers, Blinky and 
Pac-Man. Likewise, they are from Pac-Man as well. Anyway, bigger car comes 
with a bigger engine, along with power and handling. You got my hint.

These guys may well be over 330 km/h on straights, and their handling remains 
tight during sharp turns. You will at least need 700 PS and a balanced handling 
in order to stand a fight. Otherwise, the result may as well be driving a 280PS 
to challenge somebody fully-fleged--you will be gone before you can react. 
Worse still, these guys will bump into you when you two are fairly close, 
hoping to push you away from the track.

These uber-sized boss appear in stage 20 during your 3th playthorugh, where you 
would have fought Tatsuya Shima and Akio as the final test. While this is hard, 
harder than impossible to beat these guys, you may emerge victorious with a 
fully tuned vehicle, advanced driving skills, sniper-like accuracy and 
lightning reflex. Good luck on beating them.

By the way, Blinky's car appears to have a name. While the program displays 
'???' on the screen, actually Blinky will say something like "The BFH100G 
legend...ends tonight." when he was driving. This should be the vehicle model 
of his car, thus how it is named.


===============================================================================
<----------------------------------------------------------------------------->

                                  13 SECRETS

<----------------------------------------------------------------------------->
===============================================================================

<----------------------------------------------------------------------------->
13.1 Titles
<----------------------------------------------------------------------------->

Provided that you play skillfully, you can get the following titles. Regardless 
which car you are playing or have played, by completing the second playthrough, 
you will have the following titles that originally holds the names like 
"N Class" or something like that. Refer to the car section for the actual 
names of the car.

-------------------------------------------------------------------------------
Level 1: Complete the second playthrough, and this is yours according to your 
car. See the vehicle chapter for the specification code. For example, 
BNR34 is the Nissan Skyline GT-R V-Spec II.


Mazda 
FD3S   - The [color] Flying Dragon 
FC3S   - The [color] Soaring Swallow 

Mitsubishi 
ZW16   - The [color] War Machine 
CP9A   - The [color] Charger 
CT9A   - The [color] Knight 

Nissan 
S30    - The [color] Mistresss 
Z31    - The [color] Ultimate 
Z33    - The [color] Z 
BNR32  - The [color] Prince 
BCNR33 - The [color] Romeo 
BNR34  - The [color] Wind 
S15    - The [color] Knight 

Subaru 
GDB    - The [color] Comet 
BL5    - The [color] Light 
GC8    - The [color] Meteor 

Toyota 
JZA80  - The [color] Omega 
JZX100 - The [color] Chaser 
SW20   - The [color] Lightning 
UCF10  - The [color] Valiant Hero

Gemballa (This is NOT supposed to happen!)
3.8RS  - The [color] Phoenix
RSR    - The [color] Monster

-------------------------------------------------------------------------------
Level 2: Get this by running well at a time-attack run

Good over the C1 course (Inbound / Outbound)  - The C1 [car title]
e.g. The C1 Comet

Good over the New Belt Line (Both directions) - The Wangan [car title]
e.g. The Wangan Flying Dragon

Good over the Metropolitan Circuit            - The Highway [car title]
e.g. The Highway Omega

Note: You can "upgrade" your title from C1 to Wangan or even Highway, but not 
the other way round. Say, if your title is "The Highway Z", it can't be 
changed back to "The Wangan Z" or "The C1 Z".

The definition of being "good" is to trigger all flashes within a single run, 
and beat your own time record.

-------------------------------------------------------------------------------
Level 3: Win a lot of races against other players

If your style tends to be cool...
won  15 games - The [color] Master 
won  45 games - The [color] Honorable 
won  75 games - The [color] Valiant Hero 
won 105 games - The [color] Four Devas 
won 135 games - The [color] Emperor 
won 165 games - The [color] Holy Emperor 

If your style tends to be wild... 
won  15 games - The [color] Battle Elite 
won  45 games - The [color] Destroyer 
won  75 games - The [color] Demon
won 105 games - The [color] Death Bringer
won 135 games - The [color] Devil Lord
won 165 games - The [color] Devil King 

-------------------------------------------------------------------------------
The colours:
Blue       -- Blue (BNR34, GDB, GC8 only)
Blue       -- Cyan (All other cars)
Black      -- Noir 
White      -- White 
Red        -- Red 
Silver     -- Silver (FD3S, CV9A, CT9A only)
Silver     -- Steel  (All other cars)
Orange     -- Sunset 
Yellow     -- Golden 
Dark Green -- Deepwood 
Purple     -- Purple 
Wine Red   -- Gold Copper
-------------------------------------------------------------------------------
Getting a title:
You will automatically get a vehicle-based title once you have completed a 
second playthrough. However, the title may change according to how, and what 
you have achieved during the gameplay. In the following context, I will 
demonstrate with a red Toyota Supra.

By completing the story mode twice, you will get the title "The Red Omega".

By doing a good time at a time-attack run, you will change the term "Red" into 
a course name. Suppose that you have made a lap record during a run on the 
New Belt Line (the Wangan Line), you will get "The Wangan Omega" instead. 
Notice that you can change the title as the sequence "C1 -> Wangan -> Highway",
but not the other way round. As a result, if you have got the title of 
"The Highway Omega", you cannot change it to "The C1 Omega".

After the time attack, you have won 15 battles versus players (got 15 stars on 
your challenging page) with a cool style of driving, your title becomes "The 
Wangan Master".

Note: You can gain the VS title and the time trial title without completing the 
second playthrough of the story mode, provided that you can.

<----------------------------------------------------------------------------->
13.2 Secret Cars
<----------------------------------------------------------------------------->
These cars will only appear if you have done the following correctly during the 
car selection. The presence of the card does not matter--you can save it as 
well. However, these cars are quite old, and hard to play with.

I still hadn't see anyone using the BZH100G or the Corollas. However, 
appearantly the Fairlady Z300 SX [Z31] and the Toyota Celsior [UCF10] can 
actually be chosen.

To choose these secret vehicles, you will need to do the following at the 
car selection screen, shifter at neutral:

1a. To toggle the Fairlady, you need to choose Nissan, then point at the 
Fairlady S30Z (the older car).
1b. To toggle the Celsior, you need to choose Toyota, then point at the Chaser. 

2. Without entering the colour selection screen, use the shifter to enter:
   6th, 4th and 3rd gear.

Provided that you have properly entered the cheat properly, the car changes, 
and the secret car (the Fairlady or the Chaser) appears instead. Now you can 
continue normally to choose the colour and enter your name. Notice: the 
hidden cars are quite hard to control and race with.

<----------------------------------------------------------------------------->
13.3 The Perfect Driver
<----------------------------------------------------------------------------->
There is an attribute that will show that a driver is perfect such that he 
hadn't lost any races against computer opponents so far. If a driver hadn't 
lose a single race in story mode, the marks that denotes the opponents he had 
defeated will be hollow. However, once he had lost--even a single battle, the 
mark becomes shaded.

Take the example of a star, which means the winning of the third playthrough. 
If he hadn't lost a single battle so far, those stars, along with the diamond 
and the circle at the right of the card will be hollow as well. However, once 
he had lost a round, all of those signs will be shaded. If you had spotted a 
card that had hollow stars, you know that he / she deserves some respect.

<----------------------------------------------------------------------------->
13.4 Flashes
<----------------------------------------------------------------------------->
When you drive through particular positions on the highway at a high speed, 
which must be higher than 280km/h to be at least, a flash may occur. This 
means that you have activated a speed trap, and it is vital to trigger all 
possible speedtraps on the circuit to get yourself a track-oriented title. 

There are eight positions the speedtrap cameras are positioned. To earn 
a track-oriented title, simply trigger all the cameras on the track, and beat 
your own record.

I'm not too good at describing locations, but it is possible to trace the 
locations of these speed traps if you keep an eye on the road. For a more 
detailed version of this part, see AkioAsakura's guide of Red Flashes.

Locations of the Speed Traps:
1. Overpass, just after the start of C1 inbound, C1 Inbound track, 270km/h.
2. Middle of a short straight, after a red chicane in tunnel, Central Belt
   Eastbound, 260km/h.
3. On a bump, medium left-right turn between two lane dividers, Central Belt
   Eastbound, 290km/h.
4. Second land divider, Central Belt Southbound, 290km/h.
5. Just before the lane divider of the Tokyo Bridge, Central Belt Westbound, 
   308km/h.
6. Ramp, between two lane dividers, Central Belt Westbound, 288km/h.
7. Straight, after the Yamasaki Bridge, C1 outbound track, 270km/h.
8. Vehicle passing area, after the exit to Kiba, New Belt Line clockwise, 
   290km/h.

The above areas a bit vague, but I guess it is hard to describe them if you 
don't have a map handy and...a bit of the langauge skills. Anyway, here are 
the sequence of encountering the speed traps.

C1 Inbound      (4) : 1 -> 2 -> 3 -> 4
C1 Outbound     (3) : 5 -> 6 -> 7
New Belt Line L (2) : 5 -> 6
New Belt Line R (4) : 8 -> 2 -> 3 -> 4
Metropolitan    (8) : 8 -> 7 -> 5 -> 6 -> 1 -> 2 -> 3 -> 4


===============================================================================
<----------------------------------------------------------------------------->

                                  14 TIPS

<----------------------------------------------------------------------------->
===============================================================================

This chapter further goes into the tuning and driving the car.

<----------------------------------------------------------------------------->
14.1 Car Setup: Power Does Not Come Before All (#14-01)
<----------------------------------------------------------------------------->
When you have completed the first playtrough and starts the dedicated tunings, 
you will collect points that you can assign to any of the two attributes i.e. 
power and handling. By assigning different amount of points on these two 
attributes, you are changing the behaviour of the car as well. You can tell 
this by reading the PS part on the card. On it, there will be attributes, 
namely:

DG - Dangerous
 D - Drift
 B - Balanced
 G - Grip
HG - High Grip

Consider this as the balance between speed and grip (and stability) of a 
touring car.

The car gets drifty by having more points at the power than the handling. The 
car will start having understeer during turns, meaning that you have to brake 
earlier before turning in. Also, the car tends to run wide at corners during 
high speed as well.

If you give more power to the car by taking out the handling, the car will 
have a dangerous drive. The car tends to be unstable, running ultra wide, 
understeers (even enters spins) a lot, not to mention hitting walls during 
cornering. On the plus side, however, is the awesome straight line speed.

On the other hand, grip denotes that the car is customed on taking corners. 
By increasing the grip, the car will be more stable during cornering as 
the centripetal force is insufficient to move the car away from the racing 
line. As mechanical and aerodynamical grip is increased, however, load on 
the engine increases, thus the maximum speed will decrease. 

High grip is the direct opposite of 'Dangerous'. The car eats corners much 
better than at any cases, though the straight line speed is significantly 
lower than the car at its balanced state. You may find that the acceleration 
rate is faster, though.

If you are going for a race, you should not power up only the power attribute, 
especially during the first phase of the game, where you are performing the 
basic tuning. If you do so, your handling becomes extremely unstable, and you 
will be unable to grip the corners very well. This threat becomes more severe 
and obvious when you are running on the C1. Worse still, those tuning 
attributes are fixed, and you cannot change it.

As a general rule, you should not over-power any of the attributes. As long as 
you keep those fixed attributes at balanced levels (drift or grip are 
acceptable), you will be doing fine during races. I am not saying that the 
dangerous drive or high-grip setting is bad--you just have to have the required
high level of skill to control the car. As what I have found out, a balanced 
handling will even be better if you are not driving professionally.

At VS mode, notice that bumping around is acceptable--you will not total your 
car that way, even smacking into a pillar--though you will lose quite a lot of 
speed. As a result, you should keep your car at a drift setting, without 
entering the state of "Dangerous", as a little push from the outside will send 
your car spinning around. This is especially important on the cars that are 
light, say, Fairlady.

After the powering up of the attributes, it comes to assigning the attributes. 
Depending on the track you want to drive on, there is a guideline to the setup 
you want to pick. This literally depends on your objective, as well as the 
track you want to ride on. Usually, I'll suggest a balanced setup, especially 
for the newbies, but feel free to find your driving style.

The guidelines are:
C1  In/ outbound-- Grip
New Belt Line cc-- Balanced - Drift
New Belt Line c -- Drift - Dangerous

Time attack     -- Up 1 grade to power than above
VS battle       -- Balanced

<----------------------------------------------------------------------------->
14.2 Tale-telling Signs (#14-02)
<----------------------------------------------------------------------------->
Let's get to the point. There is audio--and visual--cues that gives hints 
about the next corner that comes ahead. This is comprised with two components, 
namely shape, and color.

The shape illustrates the general shape of the corner, i.e. direction, turn. 

The color illustrates the nature of the corner. Here is the color code.
Green : The lane that you should take at the NEXT intersection. This comes 
        with a tone of hint.
Blue  : The next corner is a gentle corner that can be flatted out. This also 
        comes with a tone of hint.
Yellow: The next corner is reasonably sharp, and you may need to release the 
        gas. This comes with a tone of caution.
Red   : The next corner is very sharp that it requires you to brake hard before 
        turning in to prevent you from crashing. This sign flashes, along with 
        the tone of danger. Note: as you go near the lane dividers, a red sign 
        with an exclaimation mark (!) will come up, telling you to get in lane.

Except the sign of green (which merely tells you to change lane), you should, 
and in fact, must, adopt the strategy of out-in-out cornering. However, most 
red corners require you to powerslide through it, since the grip-styled 
cornering requires you to brake off too much speed.

You may need to release the gas as you negotiate through the yellow corners. 
However, the usual out-in-out technique and the grip handling should be 
observed as you drive.

Take a powerslide approach as you drive through the red corners. You should 
keep the heading to the apex before you exit the corner in this case. See 
chapter 6 for the technique of inducing a powerslide.

If you are at the central belt highway, be alert to red signs that comes 
together with an exclaimation mark (!). It means that a lane divider is coming 
up ahead, and you should get in lane--right now. Crashing into the divider 
kills off all your speed, basically meaning that you have lost the race.

Sometimes you may see road traffic on the road. These can either be 4-door 
sedans, vans, or lorries. Clearly, you must keep your distance from them, at 
all times. If they appear at the outside of an exit of a blind corner, further 
apply the brakes to prevent crashing into them.



===============================================================================
<----------------------------------------------------------------------------->

                                  15 GLOSSARY (#15-00)

<----------------------------------------------------------------------------->
===============================================================================
.

A
-- Apex
   The sharpest and slowest portion of a turn. To conquer a turn successfully, 
   you should enter from the outside, touch this place, then exit to the 
   outside again.

B
-- Battle
   (to) race, in the game context.

-- Blinky
   Acronym of a secret boss. You will meet this one at stage 20, third 
   playthrough.

-- Boost
   A function implemented into the game to balance the gameplay between cars 
   with difference in horsepower. When this function is on (boost on match), 
   the rear car gains a set amount of bonus HP. Generally, this function is 
   always turned on during story mode matches, but can be turned off during 
   player VS player matches. To turn it off, both players must hold their 
   brakes when the circuit loads up.

C
-- Cool (Style)
   Describes a player with the style of not touching the opponent's car at all.
   While this does not affect your gameplay, it does affect your title.

D
-- Drift
   A cornering technique that allows the driver to enter a corner with a higher 
   speed than grip-styled turning. However, this will result in a slower exit 
   speed.

F
-- Force Quit
   To use this feature, you will need to toggle the option on page 6, option 2 
   to on. From then on, if you want to use this function, drive at the wrong 
   direction for 3 seconds. Notice that this will be turned off during player 
   vs games, and you will immediately lose if you do this over a computer 
   match!
   
   

===============================================================================
<----------------------------------------------------------------------------->

                             16 Q AND A (FAQS) (#16-00)

<----------------------------------------------------------------------------->
===============================================================================
Based on "The BG Ronin's" Wangan Midnight Maximum Tune FAQ hosted on 
[http://forum.racegame.org]. This is a translated version of the above FAQ from 
Chinese Traditional to English. Should any argument arise, the original version 
holds validity. The credit of the original work goes to him.

-------------------------------------------------------------------------------
Basics

Q01: How can I adjust the attributes between power and handling?
A01: After you have inserted the card, press the green button once and you will 
     see a screen with two bars. The upper bar denotes power, and the lower bar 
     denotes handling. You can assign the red points freely by turning the 
     steering wheel.

Q02: The red portion of the two bars contains 8 slots for both. Can I fill 
     them up fully?
A02: You can't. You can only gain 8 points of variable tuning options. You will 
     get 4 during the 2nd playthrough, and 4 more during the 3rd playthrough.
     By any means, you can fill up one bar and leave the other one empty, but 
     not fill both bars up.

Q03: I hadn't completed the 1st playthrough. Can I still adjust the attributes 
     on the power and the handling?
A03: You can't. You are under the basic tuning during the 1st playthrough. You 
     will gain 20 attributes in total (10 for power, and 10 for handling). You 
     must complete all of this and choose to put it on one of the bars only. 
     Once you have the place, you can't remove or transfer.

Q04: I still hadn't complete the 1st playthrough, but my power / handling is 
     at position 10 already. Why the game won't let me to increase to position 
     11?
A04: You haven't completed the basic tuning yet. Before you complete the basic 
     tuning you cannot raise any atttributes beyond position 10. Think about 
     the red points after the specalists start touching your car, man.

Q05: There's a page with something like "Cool / Wild". What is that, and what 
     is the difference?
A05: This denotes your style when racing with your opponents. A cool style 
     means that you don't touch anything at all. A wild style means the 
     complete opposite. They contribute nothing to the gameplay, but a lot 
     to your title.

Q06: I have chosen the wrong transmission mode. Can I change it?
     You can. When you are confirming the card data, go to page 6 (see top 
     right-hand corner for the page number) and the first option is the 
     transmission mode. Use the steering wheel to choose. (AT = automatic, 
     MT = manual)

Q07: How can I adjust the volume of the BGM? I like / dislike it!
A07: On the confirming screen, use the green button to go to page 6, and then 
     press the buyin button (the red, circular button) to the lowest option. 
     You can now choose with the steering wheel. You have five options from 
     OFF to MAXIMUM.

Q08: I've just screwed up my run / I want to leave early. Can I terminate a 
     round before it ends?
A08: You can, but you have to set the auto-retire option on. At the card 
     data confirmation, go to page 6, option 2 and set it on, and you are 
     half-done. After that, if you want to terminate the run, just turn 
     around and drive off. When the timer (usually 3 seconds) goes out, the 
     game is terminated. However, this setting is disabled on player VS game, 
     and you will immediately lose the game if you use this trick in story 
     mode!

Q09: What is the meaning of the letters behind the horsepower?
A09: Those letters denote your balance of the car. There are five options: 
     HG, G, B, D, DG, listed in decreasing order of grip of ground. For a car 
     of the same class, the higher the grip means the higher the corner speed 
     and capability of resisting crashes, but at the cost of a lowered top 
     speed and acceleration.

-------------------------------------------------------------------------------
Car Settings and Driving

Q10: What is the optimal settings of my car if I want to be fast?
A10: C1 in / outbound: 680HP; New Belt Line / Metropolitan Highway: 800HP.

Q11: Am I doing good?
A11: Compare it with the Internet ranking, and you will see.

Q12: When the game starts it tells me to start at gear 3, but I usually see 
     others using gear 2 and even 1. Which one is better?
A12: At the beginning, since your vehicle has a lower HP, it is faster with 
     3rd to start. However, your car gets an enomorous boost with gradual 
     tuning and modification, so as the power. At later stages you will 
     suffer a loss of rev at 120km/h if you're in 3rd gear, thus a suffer of 
     your time, acceleration and speed. If you use a lower gear to start, you 
     can counteract this scenario.

Q13: Following question 12, why it will be this?
A13: At lower gear, the engine needs to work harder to reach the same said 
     speed, and you can only fully get the power from the engine at high rev.

Q14: When should I shift gears?
A14: This is a variable, as gears will serve different areas of speed as the 
     power is adjusted. It is the best if you decide the time of shifting 
     from the engine rev meter rather than the speedometer. See chapter 6.1 
     for further details.

Q15: What is the reason of doing so?
A15: Engines are fitted with rev. limiters to prevent it from breaking down 
     by over-rev. Practically, the maximum rev an engine can reach is 1000 
     revs down of the highest available speed. However, the torque of the 
     engine (and the acceleration power) is low, so you should aim to peform 
     the shifting just before the engine reaches there to enhance the 
     acceleration. Caution should be taken on a 5-shifter though, as you 
     should do the 2-3 when the acceleration dies down. Also, you should 
     aim to shift down when the engine rev dies down, usually when the 
     tires stop screeching. By the way, you can only gain more speed by 
     shifting down after you have exited a corner fully. See chapter 6.1 for 
     further details.

-------------------------------------------------------------------------------
Time Trials
Q16: It is rumoured that I can use the special cars such as the Devil Z. How 
     can I use it?
A16: The special cars are only available during the special car challenge, the 
     other sub-variant of the time-attack mode. You must also have a card in 
     order to play this mode. The vehicles available are the Reina GT-R 
     (BNR32), Devil Z (S30), and the Black-bird (Z33). Notice that you will not 
     get any red flashes during the run, nor your title will change even you 
     have triggered all flashes.

Q17: What does the red flashes mean?
A17: You can only get them during a time attack run with your own car. 
     If you have triggered a red flash, that means that you are passing through 
     a speed trap. If you have triggered ALL flashes on a given track and beat 
     your own time record, you will gain a title regarding to the track.

-------------------------------------------------------------------------------
Player VS Player Racing

Q18: How can I turn off the boost function?
A18: When the track and time screen is shown, when BOTH players step, and keep 
     stepping on the brakes until the cars are shown, the game will start 
     with the boost function off.

Q19: My opponent always slam me into the wall. Is this a bad thing?
A19: Namco hadn't impremented a mechanism of punishment to this sort of thing. 
     For this sort of thing, it is deemed as normal--at least, in their point 
     of view. In fact, this kind of tricks can be defended against, and even 
     countered. However, if your opponent does it to you, and gets PO'ed when 
     you counter, he's probably not a good opponent to play with.

-------------------------------------------------------------------------------
Ranking / Misc.

Q20: What is the criteria of getting a rank?
A20: See chapter 13.1 for details. I've got a huge section for this thing.

Q21: Is there any codes for this game?
A21: The code known so far can let you choose two special, hidden vehicles in 
     this game. The method is to choose the dedicated cars, then use the 
     shifter to enter n-6-4-3. This will turn the dedicated cars (two) to its 
     corresponding secret vehicle counterpart (two as well).


  
===============================================================================
<----------------------------------------------------------------------------->

                        17 CREDITS / ACKNOWLEDGEMENTS (#17-00)

<----------------------------------------------------------------------------->
===============================================================================
1. Companies
   - Namco Inc. [http://www.namco.co.jp]: they created this game

2. Internet sites
   - GameFAQs [http://www.gamefaqs.com]: for hosting my guide
   - Initial-D Forum [http://www.initial-d.com/forum/]:
       Almost the English counterpart of the Forum of the Racegames. This site 
       has slightly less information, but most of them are easily known, and 
       learned.
   - Forum of the Racegame [http://forum.racegame.org] (Chinese Traditional):
       Provided that you can read Chinese, this website has most information 
       and strategy on beating different bosses and even human players on, 
       not only Wangan Midnight, but also other racing games.
   - Marubaku Online [http://www.marubaku.com/]:
       One of the few teams that still have time attack video clip online. If 
       you can memorize those informations portrayed in the video well, and 
       get a flow on the wheel, you are guaranteed for a success. Also, a large 
       portion of the information I have quoted in the FAQ are from the video.

3. People
   - [GameFAQs] Ultima Fury: for correcting technical errors on the cars 
                             section.
   - [RaceGame] BG Ronin: for my FAQ section, which is based on his work.

4. Quotes
   - Namco Inc. 
     [http://www.namco.co.jp/aa/am/vg/wanganmaxi/about_car1.shtml]
     [http://www.namco.co.jp/aa/am/vg/wanganmaxi/about_car2.shtml]
     [http://www.namco.co.jp/aa/am/vg/wanganmaxi/about_car3.shtml]
     [http://www.namco.co.jp/aa/am/vg/wanganmaxi/about_car4.shtml]
     [http://www.namco.co.jp/aa/am/vg/wanganmaxi/about_car5.shtml]
     [http://www.namco.co.jp/aa/am/vg/wanganmaxi/about_car6.shtml]
     on Chapter 9 [Car Listing]

   - Forum of the Race Games [http://forum.racegame.org]
     on chapter 9 [Car Listing] on the ratings.

   - Namco Inc.
     [http://www.namco.co.jp/aa/am/vg/wanganmaxi/about_tuning.shtml]
     [http://www.namco.co.jp/aa/am/vg/wanganmaxi/about_tuning2.shtml]
     on Chapter 10 [Tuning Parts Listing]

   - Namco Inc.
     [http://www.namco.co.jp/aa/am/vg/wanganmaxi/about_course.shtml]
     [http://www.namco.co.jp/aa/am/vg/wanganmaxi/about_course1.shtml]
     [http://www.namco.co.jp/aa/am/vg/wanganmaxi/about_course2.shtml]
     [http://www.namco.co.jp/aa/am/vg/wanganmaxi/about_course3.shtml]
     [http://www.namco.co.jp/aa/am/vg/wanganmaxi/about_course4.shtml]
     [http://www.namco.co.jp/aa/am/vg/wanganmaxi/about_course5.shtml]
     on Chapter 11 [Course Information]

   - Forum of the Race Games [http://forum.racegame.org]
     over chapter 13. (Translated)

Also, a huge thankyou to whoever that gave me the ideas, tricks, and strategies 
of winning against particular opponents. These, are the nameless heros that 
have actually contributed to this guide, and I had only landed the finishing 
touch to this work. I, hereby, would like to say my word of "thanks" to them.


Michael Man
03-07-2005

View in: