GRAN TURISMO 3: GETTING STARTED GUIDE by Jamie Stafford/Wolf Feather feather7@ix.netcom.com FINAL VERSION Initial version completed: May 9, 2002 FINAL VERSION completed: August 16, 2002 ==================================== ==================================== ==================================== JOIN THE FEATHERGUIDES E-MAIL LIST: To be the first to know when my new and updated guides are released, join the FeatherGuides E-mail List. Go to http://www.coollist.com/group.cgi?l=featherguides for information about the list and to subscribe for free. ==================================== ==================================== ==================================== CONTENTS Spacing and Length Permissions Introduction Arcade Mode Overview Simulation Mode Overview Initial Car Selection Going Racing: The First Car Going Racing: The Second Car Going Racing: Major Money, Fast Cars Tuning Basics Q&A Other Guides of Interest Thanks Wrap-up Contact ==================================== ==================================== ==================================== SPACING AND LENGTH For optimum readability, this driving guide should be viewed/printed using a monowidth font, such as Courier. Check for appropriate font setting by making sure the numbers and letters below line up: 1234567890123456789012345678901234567890123456789012 ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz This guide is over 30 pages in length using Courier 12 font in the Macintosh version of Microsoft Word 98. Thus, printing this guide may not be a very good idea. ==================================== PERMISSIONS This driving guide may only be posted on: FeatherGuides, GameFAQs.com, f1gamers.com, PSXCodez.com, Cheatcc.com, Games Domain, gamesover.com, Absolute-PlayStation.com, RedCoupe, InsidePS2Games.com, CheatPlanet.com, The Cheat Empire, gamespot.com, ps2domain.net, a2zweblinks.com, Gameguru, ps2replay.com, cheatingplanet.com, neoseeker.com, RobsGaming.com, ps2fantasy.com, gamespot.com, and vgstrategies.com. Please contact me for permission to post elsewhere on the Internet. Permission is granted to download and print one copy for personal use. ==================================== ==================================== ==================================== INTRODUCTION Certainly, many must be wondering just WHY someone would create a guide to help people get started with a game. After all, isn't this what game guides in general are supposed to do!?!?! Actually, there are A LOT of people new to the Gran Turismo series and wondering just where to start in this massive game - especially now that Gran Turismo 3 is a Greatest Hits title in North America and a Platinum title in Europe. I routinely read and post on the Gran Turismo 3 message board on GameFAQs (http://www.GameFAQs.com/), and there are A LOT of repeated questions by newcomers to the series. This guide will hopefully provide the help newcomers desire. Please note that this guide is based upon the North American version of Gran Turismo 3. Therefore, those in other areas of the world may have differing price values and car names in their versions of the game. ==================================== ==================================== ==================================== ARCADE MODE OVERVIEW Gran Turismo 3 is fairly massive, so it is rather easy for those unaccustomed with the Gran Turismo series to feel lost initially (I felt the same way with the original Gran Turismo when I first bought that game). The main point to consider is that there are two main sections of the game: Arcade Mode and Simulation Mode. After the requisite admiring of the opening movie, Arcade Mode is a great place for newcomers to begin, as Simulation Mode can be daunting and frustrating at first. Free Run is perfect for getting to learn each of the many circuits in the game. The Gran Turismo series uses the 'II' designation to indicate circuits run in the opposite direction from their standard configurations, and it is important for newcomers to experiment with the 'II' venues as well; areas of a circuit which seem fairly easy and straightforward when run in the standard direction can become quite difficult when run in reverse, even if for no other reason than the necessity of a different rhythm in driving the circuit. Once a circuit has been selected, a vehicle can be chosen from a variety of classes; once cars have been acquired in Simulation Mode, they can also be used here by first loading the Garage. Of all the circuits available in Free Run, Complex String and Complex String II are perhaps the best to know, as many of the hardest License Tests (in Simulation Mode) cover the trickiest sections of these two circuits. When ready to graduate from Free Run, Single Race allows for racing against five CPU-controlled cars at a chosen venue. However, only Section A (containing six circuits) is initially available; other courses will open once a win has been posted at every venue in Section A at every difficulty level. A good way to 'cheat' here is to only race and win at each venue on Hard difficulty, for which the CPU automatically grants wins at the same venue at the lower difficulty levels; however, to unlock all the potential cars (available for Arcade Mode only), a player must RACE and win at each venue at each difficulty level. Once a win has been posted for all Section A venues, Section B opens; this process continues until all Arcade Mode circuits have been unlocked and won. To check the progress toward unlocking the next Section of courses, check Clear Status. Time Trial is a challenge of the driver against the clock. Besting the posted time at ALL of the ten Time Trial venues results in a bonus car which will be added to the Simulation Mode garage. Arcade Mode also includes 2-player Battle and iLink Battle (for more than two players). Also, the Single Race and Tine Trial sections MUST be completed in order to achieve 100% game completion, which results in a bonus car added to the Simulation Mode garage. ==================================== SIMULATION MODE OVERVIEW Simulation Mode is where the vast majority of time is spent in playing Gran Turismo 3. Fortunately, the main Simulation Mode menu is much easier to navigate than in Gran Turismo 2. After having spent at least a few hours in Arcade Mode, players should have a good handle on the physics engine of the game (which is very different from earlier games in the series) and how that will impact driving; this is important information for the License Tests. The License Center is where players acquire the licenses necessary for all but a few races in Simulation Mode. Six licenses are available: B, A, IB, IA, Rally, and Super. Each license is acquired by besting the posted Bronze Medal time for each of eight license tests; the first seven tests for a license MUST be successfully completed before attempting the eighth test. The Rally License is required for Rally Events (even for the wet-based competitions in Rally Events); an IA License will suffice for all but a few races in the game (at the end of Professional League), and is a requirement to compete in the Endurance Races. At the very least, players should work up through IA and Rally Licenses; save the Super License tests for much later, after considerable experience has been gained in Simulation Mode, as besting the Bronze Medal times for the tests for the Super License requires FLAWLESS high-speed driving of entire circuits. Car Dealer is where cars are purchased. Initially, players are given 18,000Cr (in the North American version) to buy a starter car. The Car Dealer is divided into countries, with each country further divided by manufacturer. Within a manufacturer, cars are shown in order from lowest to highest price; cars without prices are relegated to the end of the list. Cars shown in a dealership without a price tag can only be won by winning events or completing other tasks (such as winning all races in a League); many cars WITH prices shown may also be won or otherwise acquired as bonus cars. Also, there are some cars - such as the ever-popular F1 cars - which are not included in the showrooms which can be won in Simulation Mode by winning events. Some cars are better to win than to purchase, as they are truly not worth their high price tags in dealerships; just two examples of these cars are the Panoz Esperante and the Suzuki Escudo Pikes Peak Version. Unfortunately, Gran Turismo 3 does not include used cars, which made getting started in Gran Turismo 2 fairly simple and hassle-free. More information on initial car choice is included later. Tune Shop is where parts and upgrades are purchased. When first starting the game, it is very unlikely that enough money will remain after purchasing a car to buy upgrades. GT Auto is a collection of car-related services. Car Wash will bring back the showroom shine of a car for a small fee; some players have reported that repeated use of the Car Wash dulls the color on darker-colored cars, but I have not noticed such a phenomenon in the game. Oil Change will change the oil, and is recommended before entering any long race or series, and also before racing a car for the first time (due to the resultant slight increase in horsepower). Wheel Shop sells custom rims - varying by design and color - from nine different manufacturers; once purchased, rims are available for ALL cars in a garage, except for F1 cars (which cannot use customized rims). Machine Test is a good place to make adjustments and test either top-end speed or acceleration performance. However, to truly test how a car performs on actual circuits, it is best to go to Run & Setting (located in Home). Go Race is where the races of Simulation Mode are located. The races are divided into Leagues, each further divided into single races and/or series and/or championships. All events offer at least one bonus car for the winner - if only one bonus car is available, then it cannot be acquired again by reracing and winning again; events with more than one possible bonus car assign ONE bonus car at random, and more cars (perhaps even the same car) can be acquired by reracing and winning again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and... Home is where the Garage is located; the Garage can hold nearly 200 cars maximum. The Game Status area will indicate the licenses held, game completion percentage, win percentage, and other information. Trade allows for trading cars to/from another memory card. Run & Setting presents several pavement- and dirt-based venues where drivers can test their cars and make modifications. Finally, game progress can be saved in Save Game, and the extensive game credits are located in Legal Credits. Note that should a player wish to reload the last game save on the memory card, this can only be done from the game's main menu (where the selection between Arcade Mode and Simulation Mode is made). ==================================== ==================================== ==================================== INITIAL CAR SELECTION When first starting in Gran Turismo 3, players have 18,000Cr with which to buy an initial car; any money remaining could immediately be used to buy parts, or saved for later use. There are many opinions from GT3 veterans as to which cars should be considered for a first purchase, but it all really comes down to player preference in drivetrain (based upon experiences in Arcade Mode, in previous Gran Turismo games, and in other driving/racing games) and - to a lesser extent - what is aesthetically pleasing. Here is a list - alphabetical by manufacturer, then by model - of the cars players can purchase with their initial 18,000Cr (note that - except the Chrysler PT Cruise - ALL of these 'affordable' cars are from Japanese manufacturers): Chrysler PT Cruiser FF 17,980Cr Daihatsu Mira TR-X Avanzato R FF 11,140Cr Daihatsu Storia X4 4WD 13,900Cr Mazda Demio GL-X FF 14,660Cr Mazda Miata MX-5 FR 16,900Cr Mazda Miata MX-5 FR 17,000Cr Suzuki Alto Works Suzuki Sports Ltd. 4WD 12,220Cr Toyota Sprinter Trueno GT Apex FR 13,550Cr Toyota Vitz Euro Edition FF 12,880Cr Toyota Vitz RS 1.5 FF 14,530Cr Volkswagon New Beetle 2.0 FF 15,930Cr For strategy purposes, players may wish to buy a relatively cheap car, such as the Suzuki Alto Works Suzuki Sports Limited (12,220Cr) or Toyota Vitz Euro Edition (12,880Cr), as this would leave a good amount of money to immediately buy parts or services to improve initial race performance. In this case, a good place to begin tuning would be Lightweight/Stage 1 (Tune Shop -> Stability Control & Others), which costs about 5000Cr, depending on the car. Just a little reduction in weight can make a noticeable difference, especially when cornering. Changing the oil immediately can also help by giving an initial boost in horsepower, generally ten percent of the car's rated horsepower; changing the oil costs 250Cr. Another strategy is to begin with the Toyota Vitz RS 1.5; the advantage of selecting this car is that it can be upgraded to eventually participate in the Vitz Races in both Beginners League and Professional League, thus providing extra venues to gain more money without requiring the purchase of additional cars later in the game (saving money in the long run). Similarly, the Toyota Sprinter Trueno GT Apex may be a good starting car, as it can be upgraded to race in the 80's Sports Car Cup in Beginners and Amateur Leagues. Likewise, the Chrysler PT Cruiser can be upgraded to race in the Stars and Stripes Grand Championship in Beginners and Amateur Leagues. Another strategy - one which is likely to create extreme frustration for many players - is to first attain Gold Medals in ALL the tests for any one License. Achieving this difficult feat results in a bonus car which should have an inherent advantage over any of the CPU cars in the initial races of Beginners League; should this happen, all of the initial 18,000Cr can then be used to buy parts and/or services, thus creating a significant advantage over the competition from the very beginning of a driver's Simulation Mode racing career. Alternatively, upon winning a bonus car, the initial 18,000Cr can be set aside and combined with the initial race earnings to purchase a new car sooner. ==================================== GOING RACING: THE FIRST CAR Once a car has been chosen and any upgrades and/or oil changes performed, it is time to hit the pavement!!! Many of the events in Beginners League have no license requirements, but ALL events in Beginners League will be available to those who have attained at least the A License. Here is a list of the Beginners League events, along with their license requirements: Sunday Cup None Clubman Cup None FF Challenge None FR Challenge None MR Challenge None 4WD Challenge None Lightweight K-Cup None Stars and Stripes Grand Championship None Spider and Roadster None 80's Sports Car Cup B Race of NA Sports B Race of Turbo Sports B Tourist Trophy B Legend of Silver Arrow B New Generation Sports Altezza Race B Vitz Race None Honda Type-R Meeting None Mitsubishi Evolution Meeting None New Beetle Cup B Gran Turismo World Championship A Of the Beginners League races, A LOT of time is likely to be spent in Sunday Cup and Clubman Cup, racing the same venues over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over again. This is the most frustrating part about starting in Gran Turismo 3, as the initial races do not pay very well for the winner due to the extremely low entry requirements. However, winning all races in Sunday Cup and Clubman Cup results in one bonus car per series, which can then be sold to gain additional money (or held in the Garage for use later in the game). As money accumulates, there are two strategies which come into play. One strategy is to keep upgrading the current car (especially if it is a Vitz, Trueno, or PT Cruiser, as these cars can enter car-specific events in the latter half of Beginners League) to increase the likelihood of winning, thus gaining more money for more upgrades, and moving on to other races which provide a higher payout; when the chosen car can go no further in upgrades and cannot be viable in new races, save money to buy a second car, or upgrade a car won in earlier series. The second strategy is to NEVER perform upgrades, and buy a second car as soon as possible; this is really only a viable option for those who won a car by attaining all Gold Medals in the tests for any one License - otherwise, drivers can expect to spend A LOT of time reracing the same low-paying events. ==================================== GOING RACING: THE SECOND CAR Eventually, the initial car cannot enter new races and be a viable contender to win, and cannot handle any more upgrades. Fortunately, by the time this occurs, a driver should have received multiple bonus cars for winning various series. One of these cars can be selected and upgraded, then taken to new events; or, if a driver has enough money, a brand-new car can be purchased from the dealerships (again, Gran Turismo 3 does NOT include used cars). If possible, the second car should be able to handle Dirt Tires. With possession of a Rally License (one of the easier licenses to acquire), the second car can then be taken to Rally Events. If upgraded enough, the second car can sweep through Rally Events, thus amassing 350,000Cr and a total of eleven bonus rally cars - which can either be kept in the Garage or sold to gain more money. For this purpose, I always use the Mitsubishi Lancer Evolution VII GSR(J) as my second car; this 4WD car costs 29,980Cr from the dealership and is available in seven colors. Please see my Gran Turismo 3: Rally Guide for more information and for car set-up for the Lancer Evo VII GSR(J). Even if the chosen second car cannot handle Dirt Tires, Rally Events can still be a good place to race. The final two events in Rally Events are wet-based events: Super Special Route 5 Wet (run counterclockwise) and Super Special Route 5 Wet II (run clockwise). While a Rally License is still required to participate in these events, Dirt Tires are not used, so ANY car in the game can compete here - even the F1 cars. Winning all three races in each of these two events results in two bonus rally cars - which automatically come with Dirt Tires, so they can be upgraded to compete in any of the other events in Rally Events (rally cars also come with Medium Tires as standard equipment, so they can also compete in the many pavement-based events in the game). ==================================== GOING RACING: MAJOR MONEY, FAST CARS One of the keys to success in Gran Turismo 3 is earning money. Money can be used to buy cars, certainly, but most of the cars a driver is likely to use in the many races can be won from various events; therefore, money may be best spent on upgrading the cars in the garage. As alluded to previously, Rally Events is a great place to gain money. Sweeping through Rally Events results in 350,000Cr total and eleven rally cars, including the insanely-fast Suzuki Escudo. Here are the rally cars which can be won (listed alphabetically by manufacturer), along with their resale values should more money be needed later in the game: Citroen Xsara Rally Car 87,500Cr Ford Escort Rally Car 87,500Cr Ford Focus Rally Car 87,000Cr Mitsubishi Lancer Evolution VI Rally Car 75,000Cr Peugeot 206 Rally Car 87,500Cr Subaru Imprezza Rally Car 75,000Cr Subaru Imprezza Rally Car Prototype 87,500Cr Suzuki Escudo Pikes Peak Version 250,000Cr Toyota Celica Rally car 75,000Cr Toyota Corolla Rally Car 75,000Cf Another tip for fast money as well as fast cars is to tune a car in the garage to complete laps at Super Speedway with a maximum time of forty seconds. Then, add Super-slick Tires (approximately 10,000Cr) and go to the Super Speedway 150 Miles Endurance Race. This 100-lap event requires an IA License, and results in 200,000Cr for winning, plus one of four good bonus race cars: F090/S, Chevrolet Corvette C5R, Renault Clio Sports Race Car, or Tickford Falcon XR8 Race Car (remember that the bonus car is assigned at random). Of these four, the F090/S is the best, as are ALL the F1 cars in the game (see my Gran Turismo 3: F1 Guide for further information). The reason this race is suggested is because it is one of the shortest Endurance Races in the game, requiring approximately fifty minutes to complete with a REALLY fast car (any F1 car, Toyota GT-One Race Car, Mazda 787B, etc.) or up to eighty minutes with a slower car. Using Super-slick Tires allows a car to stay on the racetrack much longer between Pit Stops to change tires, but at the sacrifice of pavement grip; please refer to my Gran Turismo 3: Tires Guide for details on tire selection and tips on tire maintenance. The Seattle 100 Miles Endurance Race is also a fairly short race; its forty laps can be completed in approximately fifty minutes to complete with a REALLY fast car (any F1 car, Toyota GT-One Race Car, etc.) or up to eighty minutes with a slower car, but the Seattle venue is FAR more complex than Super Speedway (and beware the right- angle turn at the top of the steep three-tiered uphill climb). ==================================== TUNING BASICS Logic dictates that higher levels of parts or services provide better performance; this certainly holds true in Gran Turismo 3. However, extreme care is required in tuning a car to ensure it performs admirably at each venue. Therefore, it is important to remember that THERE IS NO 'GLOBAL' TUNING SETTING FOR ALL CARS AT ALL VENUES. (The closest 'global' setting that exists is not a setting at all; except for Like the Wind and Formula GT - the final events in Professional League - the F1 cars are unbelievably quick and agile due in large part to their low center of gravity, and can easily outclass the competition at virtually any event for which F1 cars are legal entries, thus they are virtually a 'guarantee' for winning.) Set-ups for each car can be saved for use later in the game. Especially for those cars which may be entered into non-tuned events (such as the Trial Mountain 2 Hours Endurance Race), saving the default set-up of the car immediately following purchase or receipt can be very helpful later in the game, thus eliminating the need to manually reset all parts and their settings to default status before entering a non-tuned event. At the final screen before entering an actual race, there are a number of yellow boxes at the bottom of the screen signifying menu selections; only Qualify and Settings are important for tuning. Selecting Settings produces another menu; selecting Change Parts allows the player to add or remove parts to the chosen vehicle, while Settings allows for customization of the various parts (the more important settings will be discussed in a moment). Once any adjustment to parts and/or settings have been completed, they can be tested for that same venue by returning to the pre-race menu and selecting Qualifying; after an out-lap, the stopwatch begins to function, allowing the driver to test the most recent modifications and compare lap times. If the changes are not acceptable, they can be reworked in Settings; or, if the changes produce agreeable results, they can be saved in Save Settings. Should a previously-saved file of settings be needed, they can be performed instantly by using Load Settings. Some important settings in tuning: Brake Controller: This controls the power of the brakes for both the front and the rear of the vehicle. Using a high value (20+) for both front and rear brakes allows the car to drive deeper into a corner or braking zone before the brakes are actually needed to slow properly for the corner. Conversely, a low value to the front and rear brakes results in a much longer braking zone, which allows competitors to easily pass for position on corner entry. Downforce: Not all cars can handle downforce; those that do generally have wings (such as the F1 cars) or have spoilers. Raising downforce slows the car by using airflow to help push the vehicle onto the ground, a very important consideration for lighter cars such as the Toyota GT-One Race Car; cornering can be safely done at higher speeds, but top-end straight-line speed is sacrificed. Conversely, lowering downforce allows for faster top-end straight-line speed, but at the sacrifice of cornering ability. If managed properly, oversteer and understeer can be induced and corrected using downforce. For Test Course, only absolute minimum downforce should be used, especially in the Like the Wind event. Gearbox: Only by purchasing a Full Racing Transmission (included as standard equipment on race cars) can gear customization be performed. The easiest way to customize the gear selection is to use the auto-setting slider at the bottom of the gearbox screen. Moving the slider toward Wide results in faster top-end speed, but at the sacrifice of acceleration; moving the slider toward Sport results in great acceleration, but a lower top-end speed. However, DO NOT position the slider at full-Wide, as the engine may not be able to rev enough to climb into the higher gear(s) and stay there; this condition, however, can be remedied to some extent by lowering downforce as much as possible. A general rule for gear customization is for the rev limiter to take effect (the car's speed suddenly drops from maximum by 5-10MPH/KPH) just at the very end of the longest straightaway of a given circuit. Ride Height: While downforce controls airflow over a car, ride height handles airflow underneath a car by varying the distance between the racing surface and the car's undertray. Raising ride height allows for more air to pass beneath the car, thus slowing the car due to aerodynamic friction, and assisting with cornering. Lowering ride height reduces the amount of air passing underneath the car, thereby reducing aerodynamic friction and assisting in attaining faster speeds. Stabilizers: As the name suggests, stabilizers are meant to keep the vehicle from spinning or flipping. By raising the value of the stabilizers, spins and flips are more difficult to perform, but cornering becomes more difficult; reducing the value of the stabilizers makes cornering much easier, but also increases the likelihood of spinning or flipping the vehicle. (Note that it is theoretically impossible to flip a car in Gran Turismo 3.) Stabilizers are available for most cars at both the front and the rear; playing with the stabilizers can induce or correct oversteer and understeer. Tires are officially a part. Race cars come with Medium Tires as standard equipment; rally cars come with both Dirt Tires and Medium Tires as standard equipment; all other cars use Normal Tires as standard equipment. In the beginning of the game, upgrading from Normal Tires to Sports Tires provides better grip, but Sports Tires are still far inferior to the racing compounds. The racing compounds vary in durability and the amount of grip they provide, with Super- slick Tires providing maximum durability and minimum grip, and Super-soft Tires providing maximum grip and minimum durability; Medium Tires are the middle-ground option concerning durability and grip. In races of five or more laps, tire selection is key to Pit Stop Strategy, as the tires are the only serviceable parts in a race. Please see my Gran Turismo 3: Tires Guide for more details on tires, including tips for reducing tire wear. ==================================== Q&A This section focuses upon questions that newcomers to Gran Turismo 3 often ask, as reflected on the GameFAQs Gran Turismo 3 message board. These questions are not presented in any particular order. Q: What is the best car to start with in GT3? A: Check the section Initial Car Selection above. Q: Can I change the car's oil during a series or championship? A: No. Therefore, it is important to change the oil BEFORE entering a series or championship, to ensure that the oil will last as long as possible before it begins to degrade the car's horsepower output. For the series and championships in Beginners League, it may be possible to not change the oil before entering, and not suffer any loss of horsepower as the Beginners League races are quite short; however, in this case, if the oil is already rather dark or murky, change the oil anyway before entering the series or championship. Consider this: An oil change only costs 250Cr. Except for the Beginners League events and Rally Events, even finishing in last place will result in gaining more money than was spent on an oil change. Q: Are there codes for ? A: There is only one true code in Gran Turismo 3, and it adds another difficulty level to Arcade Mode events. To enter Professional difficulty, go to Arcade Mode and select Hard difficulty. Hold the L1 and R1 buttons simultaneously, and Hard will switch to Professional. While not a code per se, there is a 'trick' that can be used with an automatic transmission. To keep the car from automatically shifting gears, press and hold either the shift-up or shift-down button (which buttons are assigned to these functions will depend on how you have set your controller). This may or may not be very useful, depending on driving style. All other codes are actually GameShark2 codes, and require GameShark2 version 1.4 or greater. These codes are available on appropriate GameShark2 discs, and at the GameShark Web site (http://www.gameshark.com/). Q: What is the best car in the game? A: This is largely an inherently idiosyncratic question. For pure speed, the Suzuki Escudo Pikes Peak Version is by far the best when given maximum turbo parts, resulting in over 1800HP. However, in great contrast to Gran Turismo 2, the Escudo is virtually impossible to control in GT3. Thus, there are really only two places where the Escudo is a viable car choice. At Super Speedway, the Escudo can be forced to corner by bouncing off the walls; this tactic can be used at any other circuit, obviously, but most other venues are so tight and twisty that this tactic then backfires. However, the best place to use the Escudo is at Test Course, where the corners are so incredibly gentle and the banking steep enough that there is really no reason for touching the barriers at all. Overall (meaning great turning capabilities AND fast speeds), any F1 car is the best option. The low center of gravity combined with the light weight of the F1 cars make them a prime choice; however, car control can be quite twitchy for the same reasons. See my Gran Turismo 3: F1 Guide for details on the F1 cars. Beyond the Escudo and the F1 cars, the 'best car' in the game depends upon several factors. The primary factor is the level of comfort with a given car's drivetrain; myself, I really dislike FR cars, but love 4WD and FF drivetrains. Another issue is horsepower; in other words, how well can a player handle cars with 100HP, 300HP, 800HP, and 1800HP? Finally, how well a player can TUNE a given car will definitely affect which cars are the 'best' in the game. Q: How does Gran Turismo 3 compare to Gran Turismo 2? A: The first difference (other than the console for which each game was designed) is in the area of graphics. In general, GT3 uses very photorealistic graphics, which made it a groundbreaking game when initially released. Of course, Final Fantasy: The Spirits Within was supposedly a photorealistic film, but there were really only a few scenes which truly seemed photorealistic. Not surprisingly, some new circuits have been added to GT3, while some circuits from GT2 have been removed. All returning circuits have received cosmetic facelifts to become photorealistic. However, the biggest chance is in the cars themselves. Not only are there just 1/3 the number of cars compared to GT2, there are also NO used cars in GT3. This makes the initial car selection both much more limited and much more important than in GT2. Finally, there are no racing modification options available in GT3. Q: Which races offer F1 cars? A: Every Endurance Race offers an F1 car as one of four potential bonus cars. Polyphony Digital Cup and Dream Car Championship also offer F1 cars. However, in these cases, there are non-F1 cars offered as well; since bonus cars in these events/series/championships are assigned at random, there is a 25% change that you will actually win the F1 car. To guarantee receiving an F1 car, win Formula GT, for which ALL bonus cars are F1 cars. Alternatively, winning ALL Endurance Races results in receiving the F094/H. Note that this information is for the NTSC (Never Twice Same Color) version of GT3. The PAL version (primarily used in Europe, and in some other parts of the world) only has two F1 cars, Polyphony 001 and Polyphony 002. I would assume that for the sake of consistency, the game developers would make F1 cars in the PAL version available in the same manner as in the NTSC version, but this is simply a guess on my part as I do not have access to a PAL console/game. Q: Can I choose which bonus car I want? A: For those series or events with only one potential bonus car, no. Further, once the bonus car has been acquired, it cannot be won again. For those cars which are not available in the car dealerships, this means that there is only one chance to acquire those cars. For series or championships with more than one possible bonus car, there is a memory card trick which can be used to acquire a specific car. After the penultimate race of the series or championship, save game progress. Then, either compete in the final event or (if you already have a lead of at least eleven points) skip the final event. Once the final race has been cleared, collect the bonus money, and wait to see which bonus car you are given. If it is a car you want, then you are done; if you do not want/like the car assigned, go back to the Main Menu (where the selection between Simulation/GT and Arcade Modes is made) and reload game progress to be taken back to the end of the penultimate race and try again. Each Endurance Race offers four potential bonus cars. However, if you do not receive a car you are trying to acquire, your only option is to rerace. To that end, the Endurance Races at Seattle and Super Speedway are the easiest, as they can be won in under sixty minutes with a fast car (the F1 cars are especially adept at these two Endurance Races). Q: How are the final events in Professional League unlocked? A: These events - Dream Car Championship, Polyphony Digital Cup, Like the Wind, and Formula GT - are unlocked upon the acquisition of a Super License (S-License). Q: Can I have multiple game saves for Gran Turismo 3 on a single memory card? A: No. 'Multiple game saves' requires two different memory cards. However, when the game is initially loaded, the game data in Memory Card Slot #1 is the game data which will be automatically loaded; to instead use the game data from another memory card, either swap memory cards in Memory Card Slot #1, or insert a second memory card into Memory Card Slot #2 - in either case, then use the Load Game option from the main menu, select the appropriate Memory Card Slot, and press OK to load. Q: Can Arcade Mode cars be used in Simulation/GT Mode, and vice versa? A: Arcade Mode cars are only available for Arcade Mode. However, completing the Complex String Time Trial in Arcade Mode will add a bonus car to the garage for Simulation/GT Mode; this is the only exception. Simulation/GT Mode cars, however, CAN be used in Arcade Mode, except for Time Trials. This is accomplished by selecting an event, then at the Car Select screen, loading the Garage present on the memory card (look for the memory card icon to load the garage). Any car in the garage which can be used at the chosen venue can then be selected; the only time in Arcade Mode that cars from the garage cannot be used is if a dirt-based venue has been selected (such as Swiss Alps or Tahiti Maze), in which case only those cars from the garage which have Dirt Tires (standard equipment on rally-intended cars; purchased specially for other cars) can be used. Q: How do I acquire cars which are shown in the car dealership but are not available for purchase? A: These cars can be won by winning certain events in Simulation/GT Mode. Also, some of these cars are awarded for reaching 50%, 75%, and 100% game completion; for winning ALL events in a league; and for completing certain difficult tasks (such as attaining ALL Gold Medals in the tests for any one license). Q: My car reaches a given speed, then drops in speed before climbing again, and this happens repeatedly. How can I fix this? A: Most likely, the car does not have a Full Racing Transmission. Buying this part (approximately 11,000Cr) allows for gear customization, and also often adds another gear to the transmission. Adjusting the gears should resolve the problem, unless racing at Test Course. Using automatic transmission, a trick which works with some cars is to press and hold either the Shift Up or Shift Down button before the transmission climbs into the car's highest gear. In some cases, this will allow for a higher top-end speed than if the car were to climb into its highest gear. This trick, as mentioned in a previous question, prevents the transmission from shifting up or down, which is what creates the higher sustained speed. In reality, this would likely cause a massive engine failure; fortunately, that aspect of reality is missing from Gran Turismo 3. Q: How do I get ? A: In the Tuning Shop, parts are shown only if they can be purchased for the current car. Therefore, if a car cannot handle Level 4 Turbo, then Level 4 Turbo will not be offered. Note that if you acquire a racing-dedicated car, many parts cannot be 'added' or are listed as 'Purchased' because they come standard with that car. Along those lines, all racing-dedicated cars come with Medium Tires as standard equipment; rally-dedicated cars also include Dirt Tires as standard equipment. Q: What is the best car for ? A: There are a number of factors which affect which is the 'best' car for a given event. If there are no limitations on horsepower, drivetrain, or car model, then the F1 cars are generally a good bet, except for the Like the Wind event (in this case, the Suzuki Escudo is likely the best car to use). Otherwise, factors such as tire compound, comfort level with a given drivetrain, horsepower, and driving style will influence the decision of a 'best car.' If there are restrictions beyond the acquisition of a specific license, things obviously change. Ask friends or post on Gran Turismo 3 message boards for opinions, but take the responses with several grains of salt; what works well for one player - especially in the area of car set-ups - could be an absolute nightmare for another person. Q: Which is better, automatic or manual transmission? A: Automatic transmission is 'easier' in that there is no worry about shifting gears; as such, it may be the best choice for those just starting with Gran Turismo 3, and is definitely the best choice for young children. However, manual transmission provides an extra measure of control over the car by choosing exactly when to shift gears. While not a code per se, there is a 'trick' that can be used with an automatic transmission. To keep the car from automatically shifting gears, press and hold either the shift-up or shift-down button (which buttons are assigned to these functions will depend on how you have set your controller). This may or may not be very useful, depending on driving style and race venue. Q: Are there any cars with seven gears in Gran Turismo 3? A: No. Although there are slots for customizing seven gears with the Full Racing Transmission, no car in GT3 has seven gears. This appears to be a holdover from previous games in the series. It is also possible that there were plans to include at least one car with seven gears, but that such cars were removed in the development phase (likely due to licensing issues). Q: How do I qualify? Is qualifying necessary? A: Once a race has been selected, qualifying is done by choosing the Qualify button (second from the left) at the bottom of the Pre-race screen. For qualifying, players begin in Pit Lane, and must make one complete lap and come back around to the Start/Finish Line to begin the actual qualifying attempt. There is no limit to the number of qualifying laps permitted; however, the more qualifying laps you make, the better the CPU-controlled cars qualify, so once you attain Pole Position, exit Qualifying immediately to ensure that you keep Pole Position. Those who do not choose to qualify automatically start each race from P6 (the last slot on the grid). Qualifying is never 'necessary,' but starting on the front row can be especially advantageous at Cote d'Azur/Monaco due to the massive bottleneck which often occurs at Turn 1. Unfortunately, there is no bonus money awarded for qualifying on Pole Position, as there was in the original Gran Turismo. For this reason, many players may wish to simply skip Qualifying and start each race from P6. Q: What is the purpose of the Car Wash? A: Aesthetically, as you use a car, it loses its showroom shine, dulling the color. Washing the car will return the showroom shine to the vehicle. This really only affects how light sources are rendered in relation to the car. In terms of car handling, there is a slight aerodynamic advantage to having a newly-washed car. As a car is used, it gets dirty, which disrupts the optimum flow of air over and around the car. A newly-washed car, however, provides a much smoother surface, thus allowing better airflow and thus faster acceleration and higher top-end speed. Some players have reported, however, that repeated use of the Car Wash can slowly change the color of the car. While I have not encountered this phenomenon; any such color change would be purely aesthetic and not affect car handling. Q: Where can I save my game progress? A: There is a Save Game option on the Main Menu, and another in Home; once in Simulation/GT Mode, players will likely use the Save Game option in Home. However, once entered in a series or championship, game progress can be saved following all but the final race; in this case, reloading game progress or restarting the console will result in automatically being returned to the point at which the game progress was last saved. Q: What is involved in attaining 100% game completion? A: In Arcade Mode, all Single Race events must be won and all Time Trials must be passed with a Bronze Medal or better. In Simulation/GT Mode, players will need to have attained ALL licenses (B, A, IB, IA, Rally, and Super) in order to sweep through every event, series, and championship. However, simply acquiring all six licenses does not result in a higher game completion percentage. In Simulation/GT Mode, there is a 'shortcut' to gaining 100% game completion. Series and championships have a given number of individual races; to gain 100% game completion, ALL series/championships AND ALL individual races must be won. However, winning a race within a series or championship also grants a win for that same race on the individual scale, thus killing two stones with one bird. (However, for long series/championships, once a significant points lead has been attained and the series/championship can be won even with canceling out of the remaining races, it helps the oil situation to cancel out of the rest of the races. The win for the series or championship will be used toward game completion percentage, as will the individual wins for the races won within the series/championship. Once having exited the series/championship, save game progress and change the oil to prevent any further loss of horsepower, then go back and INDIVIDUALLY complete the rest of the races in the series/championship. This is also a good way to selectively skip races within a series/championship where the current car may not perform well enough to be very competitive, thus allowing a return later with a different car which will have a better chance of winning at a specific venue.) Similarly, in Arcade Mode, each Single Race event must be won at all three difficulty levels (Easy, Medium, and Hard) to attain 100% game completion. Winning a race at a given venue on Hard difficulty also grants wins for that same venue on both Easy and Medium difficulties. This is another time-saving 'shortcut.' In the effort to attain 100% game completion, a bonus car is awarded for beating all events in Arcade Time Trials, as well as the 50%, 75%, and 100% milestones of game completion percentage. Bonus cars are also awarded for winning ALL events in each of Beginners League, Amateur League, Professional League, Rally Events, and Endurance Races. Therefore, it is possible to win multiple bonus cars at once; for example, upon winning the Super Speedway 150 Miles Endurance Race, a player could win one of its four potential bonus cars, PLUS the F094/H for defeating all Endurance Races with that win, PLUS another bonus car for attaining 50%, 75%, or 100% game completion with that win. Q: How many sets of tires do I need to purchase? A: One nice and somewhat-unrealistic element in GT3 is that once a type or compound of tire has been purchased, THAT CAR has an unlimited supply of those tires. Therefore, it is possible to NEVER buy tires for racing-dedicated cars, which all come with Medium Tires as standard equipment; likewise, there is no reason to buy tires for rally- intended cars, which include Dirt Tires as standard equipment. Note that F1 cars can ONLY use Medium Tires. For non-racing cars, Normal Tires (street tires) are standard equipment, and are utterly useless for racing purposes. Sports Tires are better, and generally cost around 7,000Cr, but even these are far interior to the racing compounds. Therefore, if using non-racing cars, it is best to buy at least one tire compound; of these, Super-slick Tires are the cheapest at approximately 11,000Cr, but it takes extreme skill to safely drive a car with Super-slick Tires at high speeds, especially when cornering. Obviously, non-racing cars will require Dirt Tires for the dirt-based Rally Events. Q: The F1 cars are SO good, is it 'cheating' to use them in races? A: This is an inherently subjective question. My opinion: WHY would it be 'cheating' to use F1 cars in any event for which they are legal entries (i.e., not non-tuned- only events, etc.)? Certainly, some feel that because the F1 cars are so fast and agile, they should not be used except in select races (primarily the Formula GT series) where the competition is much tougher, or at F1 circuits (such as Cote d'Azur/Monaco), but there is absolutely nothing prohibiting players from using F1 cars to work through Beginners, Amateur, and Professional Leagues - as well as the Endurance Races. F1 cars can even compete in Rally Events, but only in the six wet-based races. There are also players like myself who simply adore F1 racing, so the possibility of using F1 cars as often as possible is great. Also, Gran Turismo 3 (North American version) presents some historic F1 cars, which are unavailable in the F1-dedicated games currently on the market. See my GT3: F1 Guide for details on the F1 cars and their histories. Q: What is the rubber band trick used at Super Speedway? A: I have never tried this myself, but there has been plenty of discussion on the Internet about easy ways to complete the Super Speedway 150 Miles Endurance Race. Granted, this is the easiest of the Endurance Races, but apparently some are not content with running 100 laps on their own. The rubber back trick steps in to make the chosen car continually run laps until the race has ended; the best car for this is the Suzuki Escudo Pikes Peak Version. The following is from TIME X's post on instructions for the rubber band trick, as posted on the GameFAQs GT3 message board on May 31, 2002: OK, This is how you do the RUBBERBAND TRICK!!!!! There are 2 ways. TAPE and RUBBER: 1. Just get a rubberband and a piece of tape. At the countdown screen, tape down the accelerator button and wrap the rubberband over the TWO analog sticks. Now just leave it alone for one hour. You WILL crash into the wall but that's okay. You will just 'ride the wall' to win. ONLY RUBBER: 1. Go to Options and go to the Controller Setup Screen. 2. Go to the Accelerator and set the accelerator so that if the RIGHT ANALOG STICK is push to the LEFT, then it will accelerate. 3. Go to Super Speedway Endurance with an Escudo. 4. Get a rubberband and wrap it around the TWO analog sticks at the countdown. When you start, your car WILL crash to the right wall but that is OKAY! You will then RIDE the wall and pass everyone. Just stay for a little bit for like 2-5 laps and make sure nothing happens so that your car gets stuck. If it goes well without getting stuck, then turn off the TV, put your controller in a safe spot, and take a ONE HOUR sleep. When you wake up and check it, then you would have won and lapped the CPUs about 20 times. Q: Is it possible to cancel out of a series or championship and still win the bonus money and one of the bonus cars? A: It is definitely possible to cancel out of a series or championship and still win the bonus money and one of the bonus cars. This is because series and championships in Gran Turismo 3 use the FIA-style points system, so that in each race, finishing first grants 10 points, finishing second grants 6 points, finishing third grants 4 points, finishing fourth grants 3 points, finishing fifth grants 2 points, and finishing sixth (last) grants a single point. Armed with this information, there is a formula which dictates when it is possible to cancel out of a series or championship and still win the bonus money and one of the bonus cars. If the player's lead is AT LEAST: (10 x the remaining number of races) + 1 then the player can safely cancel out of the remaining races and still win the series or championship. Should a player and a competitor both end a series or championship tied for the points lead, the player WILL NOT receive the bonus money and one of the bonus cars; therefore, the 'extra' one point is a crucial advantage, one which players must take strides to achieve. This also means, however, that if only the final single point is required to guarantee winning the series or championship, then a player need only participate in and COMPLETE one of the remaining races, as finishing in last place in GT3 still results in attaining a single point (this is not the case in some other racing games, such as Newman-Haas Racing). Canceling out of a series, however, can have negative consequences for those attempting to attain 100% game completion. Each race won in a series is also considered an individual race win, thus requiring less overall work from the player. Canceling out of a series or championship will mean that the player must come back at a later time/date to win the individual races not completed during the series or championship. On the other hand, canceling out of a series or championship can be of great benefit. Gran Turismo 3 does not allow for a car's oil to be changed once a series or championship is underway, which means that as the events wear on, the car's oil becomes dirtier and dirtier and the car's performance decreases noticeably; this is especially important in the super-difficult Formula GT series, where car performance is a top priority, especially in the latter races of Formula GT. Should a player attain enough points to safely cancel out of remaining races in a series or championship, car performance degradation can be terminated and the car's oil changed. This still requires returning to complete the individual races not won during the series or championship itself; however, the car will be able to perform at its best, and will not be hampered by poor performance due to extremely dirty oil. However, there is no easy way to cancel out of a series or championship in GT3. Using the Exit button will cause the player to leave the series or championship outright, with no bonuses given if appropriate. Instead, players are forced to go to each of the remaining races, enter each race as normal, and then press Start, then select Exit and confirm. The player is then presented with the post-race results screen, and the player MUST select Next to either go to the next race (if any remain in the series or championship) or the bonus money/car screens. Remember that once a series or championship is won, it is possible to 'select' the bonus car desired. See the question 'Can I choose which bonus car I want?' above. ==================================== OTHER GUIDES OF INTEREST There are numerous other guides for Gran Turismo 3 available on the Internet. Here are some of my favorite guides - plus my own GT3-related guides - available from GameFAQs (http://www.GameFAQs.com/); some are also available elsewhere on the Web. The guide title/topic is followed by the author(s) in parentheses. Advertisers Guide (Jamie Stafford/Wolf Feather) This guide will not help with gameplay in any way. However, for those who wonder what the various advertisers do - the products they make or the services they offer - this guide can provide some useful information. Arcade Mode FAQ (Jim Phillips) Arcade Mode is simpler and has relatively less to do than Simulation Mode, but there are still MANY aspects to Arcade Mode. This guide covers the many race venues (most which must be unlocked), hidden/unlockable items, strategies, and information on iLink competitions. A-License Guide (Dallas) This guide presents strategies and even maps for the successful completion of the tests for the A License. A monowidth font is EXTREMELY important due to the included maps. B-License Guide (Dallas) This guide presents strategies and even maps for the successful completion of the tests for the B License. A monowidth font is EXTREMELY important due to the included maps. Car Database (AdrenalineSL) Quite simply, this guide lists every car in the game and its statistics. What is truly nice is that this guide also lists all the prize cars in the game, including the cars won for successfully completing various aspects of the game (all Gold Medals in all the tests for a given license, attaining a particular game completion percentage, etc.). Finally, the guide presents information on various driving issues, such as braking, acceleration, drivetrains, and drift racing. Car Power Rankings (Palfy) This guide uses come theoretical mathematical formula I simply do not understand to determine a ranking order of car power for the cars of Gran Turismo 3. Explanations are given for how the results were achieved, but it is still difficult to comprehend (at least for me). What really matters is the car power list, with the most powerful listed first. Certainly, anyone who has driven an F1 car in GT3 knows firsthand why the F1 cars are at the top of the list. This guide can be useful for selecting the first few cars in the game to try to gain an advantage over the competition. Cote d'Azur Guide (Jamie Stafford/Wolf Feather) GT3 introduces several new venues to the series, including this world-famous F1 circuit used annually for the Grand Prix of Monaco. This guide presents detailed driving instructions for making a clean lap at Cote d'Azur/Monaco, as well as sample lap times with a variety of cars, and venue-specific racing tips. Drifting FAQ (FoUnDShoGo) While the Gran Turismo series is primarily based on grip racing, it is possible to engage in drift racing. The Ridge Racer series is perhaps the best-known series for PlayStation and PlayStation2 for drift racing; those adept at drift racing in the Ridge Racer series may wish to read this guide to try it in Gran Turismo 3. Endurance Races Guide (Jamie Stafford/Wolf Feather) GT3 presents a number of Endurance Races; here, the term 'Endurance Races' means those races which are much longer than any others in the game. Each Endurance Race in GT3 has a brief description, along with strategies, requirements, and approximate time to complete. F1 Guide (Jamie Stafford/Wolf Feather) Gran Turismo 3 introduces F1 cars to the series. Many players love the F1 cars for their inherent agility and their quick speed. This guide covers acquiring the F1 cars in the North American version of GT3, the naming scheme for the cars, and even detailed driving instructions for making a clean lap of the Cote d'Azur/ Monaco venue, a real-world F1 racing venue added in GT3. Formula GT Guide (Jamie Stafford/Wolf Feather) While the Formula GT series is likely one of the last events a player will complete in Simulation Mode, it is by far the most difficult set of races in the entire game. This guide is written to show how I was able to defeat the Formula GT series using the F686/M, complete with suggested car set-ups for each of the ten venues, as well as my race performance. IA-License Guide (Jamie Stafford/Wolf Feather) This guide specifically covers the eight IA License Tests in Gran Turismo 3. These are some of the trickiest license tests in the game, using mid-powered normal and race cars. The IA License is required to participate in Endurance Races, and permits entry to all events in the game except Rally Events and the final events in Professional League. IB-License Guide (Jamie Stafford/Wolf Feather) This guide specifically covers the eight IB License Tests in Gran Turismo 3. These are some of the trickiest license tests in the game, using mid-powered normal cars. Laguna Seca Guide (Jamie Stafford/Wolf Feather) This is yet another venue-specific guide, again with detailed driving instructions and sample lap times for a variety of cars. Rally Guide (Jamie Stafford/Wolf Feather) This guide specifically covers Rally Events in GT3. Some of its information was used for the Getting Started Guide, but there is plenty of other useful information in the Rally Guide, including car set-ups for the Mitsubishi Lancer Evolution VII GSR(J), which I like to use to sweep through Rally Events. Rally License Guide (Jamie Stafford/Wolf Feather) This guide is designed to provide tips in acquiring a Rally License in Gran Turismo 3; the goal, therefore, is to assist drivers in earning a Bronze Medal. The Rally License is actually the easiest of the six licenses to earn (but just as difficult as the others for obtaining Gold Medals in all eight tests), but those new to driving on dirt are nonetheless likely to find rally racing a bit tricky. Experience with rally-dedicated games, such as the Colin McRae series or World Rally Championship, can be of tremendous use in working the tests for the Gran Turismo 3 Rally License. S-License Guide (Zero360) Without question, the S-License is the most difficult of the licenses to acquire, and is necessary to enter the final events in Professional League, including Formula GT. Zero360's guide lists the Gold, Silver, and Bronze times, general tips, and circuit-specific tips for each of the license tests (consisting of a hot lap at one of the circuits in the game). Tires Guide (Jamie Stafford/Wolf Feather) Tires play an important role in Gran Turismo 3, especially once a player has progressed beyond Beginners League races. The Tires Guide presents the various tire types/compounds and their advantages and disadvantages, plus tips on tire management. Tokyo R246 Guide (Jamie Stafford/Wolf Feather) Here is another venue-specific guide, as the Tokyo R246 circuit was added to the series in GT3. This is actually a thinly-veiled tribute to anime, perhaps the most popular cultural product to come from Japan in recent years. The various areas of the circuit are given names after anime characters (using both well-known and obscure characters) while driving instructions are also given. Sample lap times for a variety of vehicles are also included in this guide. Tuning Guide (Minesweeper) This is my favorite guide on the Internet for explaining the various parts involved in tuning cars in GT3. Tuning Presets (Big D) This is different from Minesweeper's Tuning Guide in that Big D's Tuning Presets actually gives suggested settings to achieve particular feats with a car, ranging from Pure Speed to Endurance to Stable Turning and beyond. However, the decision of which of the presets to use will be largely dependant upon the venue in question. ==================================== ==================================== ==================================== THANKS A big thanks to TIME X from the Gran Turismo 3 message board on GameFAQs for allowing me to copy his post explaining the rubber band trick. Thanks also to other guide writers for allowing me to point to their guides. ==================================== WRAP-UP By the time a driver has swept through Rally Events and/or won a single Endurance Race, there should be more than enough money and bonus cars to make progressing through Gran Turismo 3 fairly easy. However, once extensive experience has been attained, those attempting to gain 100% game completion will need to complete the tests for the S License, then return to the latter events in Professional League and use both FAST race cars and FLAWLESS driving skills to win; if not done already, Time Trials in Arcade Mode must also be completed to attain 100% game completion. But no matter what the goal(s) of playing Gran Turismo 3, the most important thing a driver can do is simply HAVE FUN!!!!!!!!! ==================================== ==================================== ==================================== CONTACT INFORMATION For questions, rants, raves, comments of appreciation, etc., please contact me at: FEATHER7@IX.NETCOM.COM; also, if you have enjoyed this guide and feel that it has been helpful to you, I would certainly appreciate a small donation via PayPal (http://www.paypal.com/) using the above e-mail address. To find the latest version of this and all my other PSX/PS2 game guides, please visit FeatherGuides (http://www.angelcities.com/members/feathersites/). The latest version will always be posted at FeatherGuides, while other Web sites may lag behind by several days in their regularly-scheduled posting updates. ==================================== ==================================== ==================================== ======================================================================= Wolf Feather Jamie Stafford ======================================================================= Just as there are many parts needed to make a human a human, there's a remarkable number of things needed to make an individual what they are. - Major Kusanagi, _Ghost in the Shell_ ======================================================================= What isn't remembered never happened. - _Serial Experiments Lain_ =======================================================================