JET SET RADIO|USA|CODES
Widescreen
0232E0FC
43F00000
0232E12C
3F400000
Ultra Widescreen
0232E0FC
44150000
0232E12C
3F250000
Unlimited Time
022E2E18
00005250
Unlimited Spray Cans (On Pickup)
0101ADA0
00000009
0103BEDA
00000009
0103BE64
00000009
Start With Maximum Spray Cans
010196FA
00000E46
Unlimited Health
01042BD2
00000009
Can Carry Up To 99 Spraycans
0104E0CC
0000E363
Unlock All Small Graffiti's
0110F42E
00000101
0410F430
00080001
01010101
Unlock All Medium Graffiti's
0410F450
00080001
01010101
0110F470
00000101
Unlock All Xtra Large Graditi's
0110F472
00000101
0410F474
00080001
01010101
Unlock All Graffiti
0110F42E
00000101
0410F430
00190001
01010101
Unlock Gum
0010F3E1
00000001
Unlock Tab
0010F3E2
00000001
Unlock Combo
0010F3E3
00000001
Unlock Slate
0010F3E4
00000001
Unlock Piranha
0010F3E5
00000001
Unlock Cube
0010F3E6
00000001
Unlock Mew
0010F3E7
00000001
Unlock Yo-Yo
0010F3E8
00000001
Unlock Garam
0010F3E9
00000001
Unlock Poison Jam
0010F3EA
00000001
Unlock Love Shockers
0010F3EB
00000001
Unlock Noise Tank
0010F3EC
00000001
Unlock Goji
0010F3ED
00000001
Unlock Pots
0010F3EE
00000001
Unlock All Characters
0410F3E0
00040001
01010101
Unlock Small Graffiti - Beat The Clock
0010F42E
00000001
Unlock Small Graffiti - Pool
0010F42F
00000001
Unlock Small Graffiti - Tab Me
0010F430
00000001
Unlock Small Graffiti - Don't Push It. Kid!
0010F431
00000001
Unlock Small Graffiti - Beware My Bite!
0010F432
00000001
Unlock Small Graffiti - Freaky Deaky
0010F433
00000001
Unlock Small Graffiti - Purr Like A Kitten Fight Like A Tiger!
0010F434
00000001
Unlock Small Graffiti - Fear Me
0010F435
00000001
Unlock Small Graffiti - Yo Yo. Baby!
0010F436
00000001
Unlock Small Graffiti - Ya Gotta Cheat To Solve Puzzles
0010F437
00000001
Unlock Small Graffiti - Ryu 2
0010F438
00000001
Unlock Small Graffiti - Dragon Crew Who Are You?
0010F439
00000001
Unlock Small Graffiti - Watch Out!
0010F43A
00000001
Unlock Small Graffiti - Edge You Out
0010F43B
00000001
Unlock Small Graffiti - How Much Is That Mutt In The Window?
0010F43C
00000001
Unlock Small Graffiti - Hazey Daze
0010F43D
00000001
Unlock Small Graffiti - Ryo Baby!
0010F43E
00000001
Unlock Small Graffiti - Break It!
0010F43F
00000001
Unlock Small Graffiti - Plug Your Hole!
0010F440
00000001
Unlock Small Graffiti - Watch Yer Back
0010F441
00000001
Unlock Small Graffiti - Buck-Nutty!
0010F442
00000001
Unlock Small Graffiti - It's Epedimic
0010F443
00000001
Unlock Small Graffiti - Record Fanatic
0010F444
00000001
Unlock Small Graffiti - Every Other Caption
0010F445
00000001
Unlock Small Graffiti - Be Boo
0010F446
00000001
Unlock Small Graffiti - Skate Puppet
0010F447
00000001
Unlock Small Graffiti - All Across The Globe
0010F448
00000001
Unlock Small Graffiti - The Wold Famous Beat Junkies
0010F449
00000001
Unlock Small Graffiti - Mixmastermike
0010F44A
00000001
Unlock Small Graffiti - House Of 1000 Corpses
0010F44B
00000001
Unlock Small Graffiti - Land Of Monsters
0010F44C
00000001
Unlock Small Graffiti - It's A Wonder Chemical World
0010F44D
00000001
Unlock Small Graffiti - What A Shock!
0010F44E
00000001
Unlock Small Graffiti - Golden Rhinos
0010F44F
00000001
Unlock Large Graffiti - Beat This
0010F450
00000001
Unlock Large Graffiti - Minty Cool Flavor
0010F451
00000001
Unlock Large Graffiti - Pull The Tab
0010F452
00000001
Unlock Large Graffiti - Watch My Moves!
0010F453
00000001
Unlock Large Graffiti - Sharpest Teeth!
0010F454
00000001
Unlock Large Graffiti - Man With A Plan!
0010F455
00000001
Unlock Large Graffiti - Sweeter Than Sugar
0010F456
00000001
Unlock Large Graffiti - Tougher Than You
0010F457
00000001
Unlock Large Graffiti - Yo! 30
0010F458
00000001
Unlock Large Graffiti - Blue Slate
0010F459
00000001
Unlock Large Graffiti - Thisa Way Thatta Way
0010F45A
00000001
Unlock Large Graffiti - Spray Me
0010F45B
00000001
Unlock Large Graffiti - Home Of The Brave
0010F45C
00000001
Unlock Large Graffiti - Break It Up!
0010F45D
00000001
Unlock Large Graffiti - Clumsy Pun
0010F45E
00000001
Unlock Large Graffiti - Haze Amaze!
0010F45F
00000001
Unlock Large Graffiti - Cubizmo
0010F460
00000001
Unlock Large Graffiti - Ride The Wave!
0010F461
00000001
Unlock Large Graffiti - Cheap And Street
0010F462
00000001
Unlock Large Graffiti - Muddy Waters Drown No Soul
0010F463
00000001
Unlock Large Graffiti - Haze Craze
0010F464
00000001
Unlock Large Graffiti - Meow!
0010F465
00000001
Unlock Large Graffiti - Hunt And Gather
0010F466
00000001
Unlock Large Graffiti - Chill Out
0010F467
00000001
Unlock Large Graffiti - Make Your Mark
0010F468
00000001
Unlock Large Graffiti - Smooth As Silk...
0010F469
00000001
Unlock Large Graffiti - Gaze At Haze
0010F46A
00000001
Unlock Large Graffiti - Rockin The Decks With Original Beats
0010F46B
00000001
Unlock Large Graffiti - Funky Hip-Hop Scratching
0010F46C
00000001
Unlock Large Graffiti - Call Of The Zombie
0010F46D
00000001
Unlock Large Graffiti - Rip You To Shreds
0010F46E
00000001
Unlock Large Graffiti - Noise Destroys!
0010F46F
00000001
Unlock Large Graffiti - Shock The System!
0010F470
00000001
Unlock Large Graffiti - Golden Rhinos
0010F471
00000001
Unlock Xtra Large Graffiti - Theater Of Sound
0010F472
00000001
Unlock Xtra Large Graffiti - Off The Edge!
0010F473
00000001
Unlock Xtra Large Graffiti - Don't Monkey Around!
0010F474
00000001
Unlock Xtra Large Graffiti - Breaker Breaker!
0010F475
00000001
Unlock Xtra Large Graffiti - Goof-off!
0010F476
00000001
Unlock Xtra Large Graffiti - Let's Play Ball!
0010F477
00000001
Unlock Xtra Large Graffiti - Music Lover
0010F478
00000001
Unlock Xtra Large Graffiti - Sick Town
0010F479
00000001
Unlock Xtra Large Graffiti - Spirit Of The Art
0010F47A
00000001
Unlock Xtra Large Graffiti - Wild Style Wars!
0010F47B
00000001
Unlock Xtra Large Graffiti - Psycho Colors!
0010F47C
00000001
Unlock Xtra Large Graffiti - You Da Bomb!
0010F47D
00000001
Unlock Xtra Large Graffiti - Mix It Up
0010F47E
00000001
Unlock Xtra Large Graffiti - A Head Of The Crowd
0010F47F
00000001
Unlock Xtra Large Graffiti - Pray For Rain
0010F480
00000001
Unlock Xtra Large Graffiti - Funky Monkey
0010F481
00000001
Unlock Xtra Large Graffiti - Hi-yaaa!
0010F482
00000001
Unlock Xtra Large Graffiti - Fatal Regrets
0010F483
00000001
Unlock Xtra Large Graffiti - Return Of The Super Ape!
0010F484
00000001
Unlock Xtra Large Graffiti - Slapstick Duo
0010F485
00000001
Unlock Xtra Large Graffiti - Devil May Care
0010F486
00000001
Unlock Xtra Large Graffiti - Reaching Out
0010F487
00000001
Unlock Xtra Large Graffiti - Year Of The Dragon
0010F488
00000001
Unlock Xtra Large Graffiti - Go To Sleep
0010F489
00000001
Unlock Xtra Large Graffiti - Hip Hop Festival
0010F48A
00000001
Unlock Xtra Large Graffiti - Pull My Finger
0010F48B
00000001
Unlock Xtra Large Graffiti - Purple Haze
0010F48C
00000001
Unlock Xtra Large Graffiti - Jurassic-5 Quality Control
0010F48D
00000001
Unlock Xtra Large Graffiti - Eye Of The Cyklops
0010F48E
00000001
Unlock Xtra Large Graffiti - American Made Music To Strip By
0010F48F
00000001
Unlock Xtra Large Graffiti - Jam To The Venom
0010F490
00000001
Unlock Xtra Large Graffiti - Trancified
0010F491
00000001
Unlock Xtra Large Graffiti - Heartbreaker
0010F492
00000001
Unlock Xtra Large Graffiti - Golden Rhinos
0010F493
00000001
CASTLEVANIA: THE DRACULA X CHRONICLES|BEST WAY TO SAVE ALL MAIDENS
Eu acho que esse é o melhor caminho. Sinta-se à vontade para me corrigir, pois eu não testei isso. Além disso, estas são instruções para o remake. O caminho é o mesmo em ambas as versões, mas salvar Iris e Annette é um pouco diferente.
- Chegue ao nível 2 normalmente, quando o gigante começar a perseguir você, acerte a terceira vela e pegue a chave. Continue e salve Maria. Então salve e saia.
- Comece no nível 2, desta vez quando o gigante começar a perseguir você, caia no primeiro poço, continue para o nível 3'
- Em 3' Vá para a primeira porta que você vê, ela será levantada. Ataque a parede diretamente abaixo dela e então entre. Desça as escadas e salve Tera.
-Depois de salvar Tera, continue um pouco até chegar na parte com as bolas com espinhos balançando para frente e para trás. Ataque o topo delas para fazê-las cair. Desça e procure o buraco que elas fizeram. Siga-o e lute contra o chefe do globo ocular. Isso deve mantê-lo no caminho alternativo.
-Em 4' siga o caminho normal (não pegue a cachoeira) até chegar a uma área com algumas pontes de madeira. Continue até ver um sapo azul. Não o mate. Pule sobre ele e leve-o para a direita. Haverá uma linha de sapos com um faltando. O sapo azul deve pular naquele local. Volte para a esquerda e a ponte deve ter quebrado. Desça e salve Iris.
-Pegue o caminho que quiser até chegar ao Estágio 7.
-No Estágio 7, passe pela primeira área até chegar à torre do relógio. Na primeira área, quebre a barreira vermelha e pise no interruptor. No topo desta área, vá para a direita. Mate o pássaro e pegue a chave. Agora saia de volta para a esquerda e vá para a esquerda novamente. Nesta área, você verá uma porta assim que entrar. Ignore-a, é apenas uma armadilha. Suba e quebre a barreira de gelo nesta área, e pise naquele interruptor também. Volte para baixo, e uma nova área deve ter se aberto abaixo da primeira porta. Vá até o fim e salve Annette.
TONY HAWK PRO SKATER 2|CHEATS
Unlock Everything:
Pause the game and hold L button then press A, A, A, X, Y, Up, Down, Left,
Up, X, Y, A, Y, B, A, Y, B.
Turbo Mode:
Pause game play, then hold L and press Down, X, Y, Right, Up, B, Down, X,Y, Right, Up, B. The screen will shake to confirm correct code entry. Gameplay speed will increase by 25%.
Jet Pack Mode:
To unlock the Jet Pack Mode you must enter the following code while the game is paused and while holding the LEFT trigger button:
Up, Up, Up, Up, A, X, Up, Up, Up, Up, A, X, Up, Up, Up, Up.
If you entered it correctly the screen will shake. Enter your game as normal, you can press the A button to gain altitude, release it to float back down.
While you ollie or get launched in the air press and hold the Y button to activate your jet pack.
The flight controls are:
A button = Toggle jet blast on or off.
Triangle button = Hover.
L = strafe left
R = strafe right
Clear Whole Game With Current Skater:
During the game you can press start to pause. Now press and hold the LEFT trigger button while you enter: B, Left, Up, Right, B, Left, Up, Right,A, B, Left, Up, Right, B, Left, Up, Right. If you entered the code correctly you will see the pause screen shake.
Disco Lights:
During the game you can press start to pause. Now press and hold the LEFT trigger button while you enter: Down, Up, X, B, Up, Left, Up, A. If you entered the code correctly you will see the pause screen shake.
Double Moon Physics:
During the game you can press start to pause. Now press and hold the LEFT trigger button while you enter: Left, Up, Left, Up, Down, Up, X, Y, Left, UP, Left, Up, Down, Up, X, Y. If you entered the code correctly you will see the pause screen shake.
Infinite Balance:
During the game you can press start to pause. Now press and hold the LEFT trigger button while you enter: Right, Up, Left, X, Right, Up, X, Y. If you entered the code correctly you will see the pause screen shake.
Instant $5000:
During the game you can press start to pause. Now press and hold the LEFT trigger button while you enter: A, Down, Left, Right, Down, Left, Right.
If you entered the code correctly you will see the pause screen shake.
Unlock Trixie:
Enter either career mode or single session. During gameplay, pause the game.
While paused, press and hold L trigger and press down, up, left, left, B, left, up, Y, Y, up, right, X, X, up, A.
Hints
Unlimited Specials:
Collect $150,000 in career mode five times using any character except Officer Dick, Tony Hawk, or Spider-Man.
Full Stats:
Collect $150,000 in career mode six times using any character except Officer Dick, Tony Hawk, or Spider-Man.
Big Head Mode:
Collect $150,000 in career mode ten times using any character except Officer Dick, Tony Hawk, or Spider-Man.
Fat Skater:
Collect $150,000 in career mode seven times using any character except Officer Dick, Tony Hawk, or Spider-Man.
Skip to Restart:
Collect $150,000 in career mode two times using any character except Officer Dick, Tony Hawk, or Spider-Man.
Kid Mode:
Collect $150,000 in career mode three times using any character except Officer Dick, Tony Hawk, or Spider-Man.
Perfect Balance:
Collect $150,000 in career mode four times using any character except Officer Dick, Tony Hawk, or Spider-Man.
Wire Frame Mode:
Collect $150,000 in career mode eight times using any character except Officer Dick, Tony Hawk, or Spider-Man.
Slow-Nic Mode (slow motion tricks ):
Collect $150,000 in career mode nine times using any character except Officer Dick, Tony Hawk, or Spider-Man.
Sim Mode (realistic physics):
Collect $150,000 in career mode eleven times using any character except Officer Dick, Tony Hawk, or Spider-Man.
Smooth Mode (no texture maps):
Collect $150,000 in career mode twelve times using any character except Officer Dick, Tony Hawk, or Spider-Man.
Moon Physics (low gravity):
Collect $150,000 in career mode thirteen times using any character except Officer Dick, Tony Hawk, or Spider-Man.
Disco Mode:
Collect $150,000 in career mode fourteen times using any character except Officer Dick, Tony Hawk, or Spider-Man.
Officer Dick:
Collect $150,000 in career mode using any character except Tony Hawk or Spider-Man.
Private Carrera:
Get all the gaps in each of the regular levels.
McSqeeb (80’s Tony Hawk):
Collect $150,000 in career mode as Tony Hawk to unlock Tony Hawk’s Style C, McSqeeb.
Spider-Man:
Collect $150,000 in career mode with a created skater.
Moon Gravity:
Collect $150,000 in career mode as Officer Dick.
Flip Level:
Collect $150,000 in career mode as Spider-Man. This mode reverses the game’s level in a mirror image. Alternately, collect $150,000 in career mode fifteen times using any character except Officer Dick or Tony Hawk.
Chopper Drop-Hawaii Level:
Earn three gold medals with all characters.
Skate Heaven Level:
Collect $150,000 in career mode with all characters (including Officer Dick, a Custom Skater, and Spider-Man) but not Private Carrera:.
Neversoft Bails FMV Sequence:
Earn a medal in every competition as any character.
Neversoft Makes FMV Sequence:
Earn three gold medals as Private Carrera.
Skater’s FMV Sequence:
Earn the gold in all three competitions for a character to unlock the corresponding FMV sequence. Additional FMV sequences are available when this is done with Spider-Man or 80’s Tony Hawk (Tony Hawk’s Style C).
Hidden object in 80’s Tony FMV Sequence:
Watch the 80’s Tony FMV sequence. An object that resembles a UFO will appear near the end.
Player Moves
Tony Hawk
Overturn — Down, Left, Y
Sacktap — Up, Down, B
The 900 — get tons of air and press right, down, B
McSqueeb
Pogo air — Up, Down, X
Layback grind — Up, Down, Y
Officer Dick
Assume the position — Left, Down, B
Lazy A grind — Down, Up, Y
Salute!!! — Left, Right, B
Spider-Man
Spidey grind — Left, Right, Y
Spidey flip — Up, Down, B
Spidey varial — Left, Right, X
Andrew Reynolds
Nosegrab tailslide — Up, Down, Y
Triple heelflip — Up, Right, X
Hardflip late flip — Up, Down, X
Bob Burnquist
Rocket tailslide — Up, Down, Y
One-foot smith — Right, Down, Y
Racket air — Left, Down, B
Bucky Lasek
The big hitter — Left, Down, Y
One-foot Japan — Up, Right, B
Fingerflip airwalk — Left, Right, B
Chad Muska
Mute backflip — Up, Down, B
Hurricane — Down, Right, Y
Muska nose man — Right, Up, B
Elissa Steamer
Madonna tailslide — Up, Left, Y
Hospital flip — Left, Right, X
Indy backflip — Up, Down, B
Erik Koston
The Fandangle — Right, Down, Y
Indy frontflip — Down, Up, B
Pizza guy — Down, Left, B
Geoff Rowley
Rowley darkslide — Left, Right, Y
Double hardflip — Right, Down, X
Half-flip casper — Right, Left, X
Jamie Thomas
Beni F-flip crooks — Down, Up, Y
Laser flip — Down, Right, X
One-foot nose manual — Left, Up, B
Kareem Campbell
Ghetto bird — Down, Up, X
Nosegrind to pivot — Down, Up, Y
Casper — Left, Down, B
Private Carrera
55 ho slide — Left, Right, Y
Double splits — Right, Left, B
Ho-ho handplant — Up, Down, Y
Rodney Mullen
Nollieflip underflip — Down, Left, X
Casper to 360 flip — Down, Right, B
Heelflip darkslide — Right, Left, Y
Rune Glifberg
One-foot bluntslide — Left, Up, Y
Kickflip one-foot tailslide — Left, Down, X
Christ air — Left, Right, B
Steve Caballero
Hang ten — Right, Up, Y
Triple kickflip — Up, Left, X
FS 540 — Right, Left, B
Thanks to Revolution reader Taylor Stoll, Kevin Biegalke, Ben Jenkins and
Jeremy!
DRACONUS: CULT OF THE WYRM|CHEATS
Invincibility
Level Select
Level Skip
Regain Life Points
Super Strength
Códigos Flycast:
Ao utilizar o Código Whisp Infinito, use apenas a quantidade 5 para não trava o game.
TOKYO XTREME RACER 2|GUIA|CAR LIST
Car List for the U.S version. v1.0 [2001]
============================================================================= CLASS A (51 cars) Horsepower (HP) ============================================================================= 1. SW20GT Toyota MR-2 GTS 245hp 2. ST205 Toyota Celica GT-Four '98 255hp 3. A80RZ Toyota Supra RZ 280hp 4. A80RZM Toyota Supra RZ (modified) 280hp 5. 100TV Toyota Chaser Tourer V 280hp 6. 100TVM Toyota Chaser Tourer V (modified) 280hp 7. 100MVM Toyota Mark II Tourer V (modified) 280hp 8. JZZ30 Toyota Soarer 2.5 GT-T VVT-I 280hp 9. S161V Toyota Aristo V300 280hp 10. S15R Nissan S15 Silvia spec-R Aero Turbo 250hp 11. R34GT Nissan R34 Skyline 25 GT Turbo 280hp 12. C34 Nissan Stagea 25t RS four V Autech Version 280hp 13. C34M Nissan Stagea 25t RS four V Autech Version (modified) 280hp 14. Z32VS Nissan Fairlady Z 300ZX Version R 2by2 Twin Turbo 280hp 15. R32RN Nissan R32 Skyline GT-R Nismo 280hp 16. R32RV2 Nissan R32 Skyline GT-R V-spec II 280hp 17. R33RV Nissan R33 Skyline GT-R V-spec 280hp 18. R33RVM Nissan R33 Skyline GT-R V-spec (modified) 280hp 19. R34RV Nissan R34Skyline GT-R V-spec 280hp 20. S30ZX Nissan S30 Fairlady Z (Revised) 280hp 21. AP1 Honda S2000 250hp 22. AP1HT Honda S2000 Hardtop 250hp 23. NA1 Honda NSX 4AT 280hp 24. NA2 Honda NSX Type S Zero 6MT 280hp 25. CE9A Mitsubishi Lancer Evolution III GSR 270hp 26. CN9A Mitsubishi Lancer Evolution IV GSR 280hp 27. CP9A5 Mitsubishi Lancer Evolution V GSR 280hp 28. CP9A6 Mitsubishi Lancer Evolution VI GSR 280hp 29. CP9A6M Mitsubishi Lancer Evolution VI GSR (modified) 280hp 30. Z16A Mitsubishi GTO Twin Turbo MR[US>3000GT Twin Turbo MR] 280hp 31. Z15A Mitsubishi GTO VR-4 [US>3000GT VR-4] 280hp 32. Z15AM Mitsubishi GTO VR-4 (modified) 280hp 33. FD3RZ Mazda RX-7 Type RZ 280hp 34. FD3RS Mazda RX-7 Type RS 280hp 35. JCESE Eunos Cosmo Type-E CCS 280hp 36. GC8C4 Subaru Impreza Coupe WRX-R STi Version IV 280hp 37. GC8S4 Subaru Impreza Sedan WRX STi Version IV 280hp 38. GF8W4 Subaru Impreza Wagon WRX STi Version IV 280hp 39. GC8C5 Subaru Impreza Coupe WRX-R STi Version V 280hp 40. GC8S5 Subaru Impreza Sedan WRX STi Version V 280hp 41. GF8W5 Subaru Impreza Wagon WRX STi Version V 280hp 42. GC8C6 Subaru Impreza Coupe WRX-R STi Version VI 280hp 43. GC8S6 Subaru Impreza Sedan WRX STi Version VI 280hp 44. GF8W6 Subaru Impreza Wagon WRX STi Version VI 280hp 45. GC8K Subaru Impreza Coupe 22B STi 280hp 46. BE5 Subaru Legacy B4 RSK 280hp 47. BH5B Subaru Legacy Touring Wagon GT-B E-tune 280hp 48. E34 BMW M3 321hp 49. 964C2 Porsche 911 Carrera 2 964 Series '91 Model 250hp 50. 964T Porsche 911 Carrera 2 Turbo 3.6 964 Series '93 Model 360hp 51. VGTS Dodge Viper GTS 450hp ============================================================================= CLASS B (40 cars) Horsepower (HP) ============================================================================= 1. SW20G Toyota MR-2 G-Limited 200hp 2. XE10RS Toyota Altezza RS200 210hp 3. ST202 Toyota Celica SS-II '97 200hp 4. T231 Toyota Celica SS-II "Super Strut Package" 190hp 5. UZZ30 Toyota Soarer 4.0 GT-L 260hp 6. A80SZ Toyota Supra SZ-R 225hp 7. A80SZM Toyota Supra SZ-R (modified) 225hp 8. S13K Nissan S13 Silvia K's 175hp 9. S13KM Nissan S13 Silvia K's (modified) 205hp 10. S13KK Nissan Sileighty 205hp 11. PS133 Nissan 180SX 205hp 12. PS13X Nissan 180SX Type X 205hp 13. S14K Nissan S14 Silvia K's 220hp 14. S14KM Nissan S14 Silvia K's (modified) 220hp 15. R30 Nissan R30 Skyline RS-X 2000 Turbo 167hp 16. R30M Nissan R30 Skyline RS-X 2000 Turbo (modified) 180hp 17. R32GTM Nissan R32 Skyline GTS-t Type-M 215hp 18. A31C Nissan Cefiro 205hp 19. Y33CV Nissan Y33 Cedric 250LV 270hp 20. Y33GTU Nissan Y33 Gloria Gran Turismo Ultima 270hp 21. Y34CV Nissan Y34 Cedric 250LV 280hp 22. Y34GU Nissan Y34 Gloria Gran Turismo Ultima 280hp 23. S30ZG Nissan S30 Fairlady Z (Japan Domestic) 132hp 24. Z32ZX Nissan 300ZX Fairlady Z Version S 2 Seater NA 230hp 25. DC2 Honda Integra Type-R 200hp 26. DC2M Honda Integra Type-R (modified) 200hp 27. DB8 Honda Integra Type-R 4 door Hardtop 200hp 28. DB8M Honda Integra Type-R 4 door Hardtop (modified) 200hp 29. CH9 Honda Accord Wagon SiR 200hp 30. CF4 Honda Accord Sedan SiR 200hp 31. EASUO Honda Accord Sedan SiR[US] 200hp 32. EACUO Honda Accord Coupe SiR 200hp 33. BB6 Honda Prelude VTEC 220hp 34. DE3A Mitsubishi FTO GP Version R 200hp 35. A187 Mitsubishi Stallion Turbo 180hp 36. D32AGS Mitsubishi Eclipse GSR 230hp 37. ECGT Mitsubishi Eclipse 2000 GSR 205hp 38. SAGTX Mazda Savanna RX-7 GT Turbo 145hp 39. FC3X Mazda Savanna RX-7 GTX 205hp 40. FC3E3 Mazda Savanna RX-7 Anfini 3 215hp ============================================================================= CLASS C (31 cars) Horsepower (HP) ============================================================================= 1. AE86L3 Toyota Corolla Levin GT-APEX 3 door AE 86 Typell 114hp 2. AE86T3 Toyota Sprinter Trueno GT-APEX 3 door AE86 Typell 114hp 3. AE86L2 Toyota Corolla Levin GT-APEX 2 door AE 86 Typell 114hp 4. AE86T2 Toyota Sprinter Trueno GT-APEX 2 door AE 86 Typell 114hp 5. AE111L Toyota Corolla Levin BZ-R 165hp 6. AE111T Toyota Sprinter Trueno BZ-R 165hp 7. W30 Toyota MR-S S edition 140hp 8. XE10AS Toyota Altezza (Lexus IS) 160hp 9. N15N1 Nissan Pulsar Serie VZ-R N1 200hp 10. S13Q Nissan S13 Silvia Q's 135hp 11. S13QM Nissan S13 Silvia Q's (modified) 140hp 12. S14Q Nissan S14 Silvia Q's 160hp 13. S14QM Nissan S14 Silvia Q's (modified) 160hp 14. S15S Nissan S15 Silvia spec-S 165hp 15. S30Z Nissan S30 Fairlady Z (Original/First Model) 114hp 16. KPGC10 Nissan Skyline GT-R (Original/First Model) 140hp 17. PP1 Honda Beat 64hp 18. EF8 Honda CR-X II Si 160hp 19. EF8G Honda CR-X II Si Sunroof 160hp 20. EG6 Honda Civic 3 door Si 170hp 21. EK9 Honda Civic Type R 185hp 22. EK9M Honda Civic Type R (modified) 185hp 23. RF2 Honda StepWGN Ultra 135hp 24. EKC Honda Civic Coupe Si 160hp 25. PG6SA Mazda AZ-1 64hp 26. NB8RS Mazda Miata Roadster MX-5 1.8RS 145hp 27. RX3 Mazda Savanna RX-7 (Original/First Model) 105hp 28. EA11R Suzuki Cappucino E-EA11R 64hp 29. EA21R Suzuki Cappucino Gullwing 64hp 30. N5S16 Peugeot 306 S16 163hp 31. N5S16M Peugeot 306 S16 (modified) 163hp ============================================================================= Misc. Treats ============================================================================= Green Display - When Shift Assist comes up, hold Start and press A for your selection. Display should now be green as opposed to the normal orange color. M3 - Beat all the members of Road of Justice without losing, M3 should be your next rival. Porsche(964T) - After 365 days, Zero (wanderer) will show around the Wangan Line. Try Wangan Up. Eclipse 2000 - On Departures team. If you beat them all without a loss, the sub-boss will be Mr. Late Night (Porsche 964C2) If you lose to any (not all) member, then beat him and the rest. The Eclipse 2000 will show up instead of the Porsche as the sub-boss. Missing Rival Pattern - Here is the chain. Number of Regulars depend on size of team. Leader - Sub1 - Sub2 - Sub3 - Regular - Regular - Regular - Regular Now when a team takes their turn on the track, the regular team members prowl the streets. All of the regulars are on the map at once and the outcome of your race with them will determine the sub-boss you face. After you defeat all the regulars, you will go to the garage eventually for a save. When you go back to the track, the sub-boss will appear After you defeat it, the Leader will be next. Sub1 - The Second Best Racer on the team. So if you beat all the regulars without losing, you will face him. Sub2 - If you lose to any (not all) of the regulars and then subsequently beat them, this sub-boss will be your next rival. Sub3 - If you lose to all of the members and then subsequently beat them all, this sub-boss will be your next challenge. That's basically the chain, most teams are 7 members, some more, some less. More members means more regulars on the track at first, i.e Freeway. Less members equals less regulars, i.e RATT or Gesellschaft. ============================================================================= This Car List FAQ was created by urmie. ^_^ <urmilamatondkar@usa.net> Board: Tokyo Xtreme Racer 2. Cars added to the orginal list: 6. Thanks goes to Shinya Aoki & Andrew for their permission. Original Car List by Shoryuken and Shinya, found in FAQ/Walkthrough @gamefaqs.com. This FAQ Should ONLY appear at www.gamefaqs.com ============================================================================= Tokyo Xtreme Racer 2 Copyright 2000 Genki Co., Ltd. All rights reserved. Published and distributed by Crave Entertainment, Inc. under license from Genki Co., Ltd. =============================================================================
TOKYO XTREME RACER 2|GUIA|CAR TUNNING/SETTINGS
|Tokyo Xtreme Racer 2 (US version) Car Tuning/Settings Mini-FAQ v0.1|
---------------------------------------------------------------------
Copyright Febuary 2001 by RNA (Andrew Kwok)
If you want to contact me, post your question/message at the
www.gamefaqs.com message board for Tokyo Xtreme Racer 2 (TXR2) -
Dreamcast. There's probably a good chance I won't even see your message
since I have completely stopped playing the game.
Please do not request for me to make car settings other than the ones
posted here. I have already returned TXR2 (& the Dreamcast) back to its
owner so I no longer have immediate access to the game :(
This FAQ is for personal use ONLY and cannot be modified, bought, sold,
advertised, etc. This FAQ may be posted on any other website if it is
not used commercially.
This version was released to the following sites:
- www.gamefaqs.com
--------------------
|What's in this FAQ|
--------------------
Tokyo Xtreme Racer 2 has many different cars, and with all those
different cars, come differences in handling. There are those cars which
handle excellently as soon as you try it out, there are those that drive
like they're missing a wheel or two, and there are those which lie in
the middle. But no matter how good a car is to begin with, I find myself
changing settings for every single car - especially when it comes to
gear ratios. In this FAQ, are several tips on how to tune your car to
suit your own style, and also several settings that I use for my own
cars.
Note that I will be using real car names rather than their in-game names
so you may have to refer to other FAQs if you are in question as to what
car I am referring to.
------------------
|Revision History|
------------------
v0.1 - Feb 20/01 - My first and final(hopefully) version is finally
finished. I hope I didn't leave anything out or mess
up some settings. I swear I had a Silvia 14 K's car
in my game. I guess I never recorded the settings
down :( Oh well, if I can remember correctly, its
handling is near perfect with all the best aero
parts so it shouldn't be a problem for anyone to
tune.
There shouldn't be any more updates unless I find
some unfixed errors in this version.
-------------------
|Table of Contents|
-------------------
[Section 1] - General Questions & Answers
--[1a]-- What is the importance of aero parts?
--[1b]-- What parts should I buy for my car?
--[1c]-- What is the difference between understeer & oversteer?
--[1d]-- What is a powerslide/fish-tail/drift?
--[1e]-- What are the consequences of high turbo settings?
--[1f]-- Shift assist on or off?
--[1g]-- What is my car's power band?
--[1h]-- When is the best time to shift to a higher gear?
--[1i]-- What is the fastest way to slow down?
--[1j]-- Why doesn't my car turn when it goes into neutral?
--[1k]-- Strong gripping power vs. weak gripping power?
--[1l]-- How do I go in Reverse?
[Section 2] - How to tune your car
--[2a]-- Steer/Accel/Brake - your own personalized settings
--[2b]-- Brake Balance & Braking Power
--[2c]-- Ride Height
--[2d]-- Spring Rate
--[2e]-- Shocks/Dampers
--[2f]-- Ride Height, Spring Rate, & Shocks
--[2g]-- Tires
--[2h]-- Gear Ratios
--[2hi]-- Linear Power Gear Setup
--[2hii]-- Faster Acceleration Gear Setup
--[2hiii]-- High Top Speed Gear Setup
--[2hiv]-- Hybrid Gear Setup
--[2hv]-- 1st gear
--[2i]-- Misc. Tuning Tips 1 - Magnitude, Ratios, & Numbers
--[2j]-- Misc. Tuning Tips 2 - Where to test your car
[Section 3] - My car settings
--[3a]-- 180SX Type X
--[3b]-- Altezza RS200
--[3c]-- BMW M3
--[3d]-- Celica GT-Four
--[3e]-- Civic Type R
--[3f]-- CR-X II Si
--[3g]-- Datsun 240Z
--[3h]-- Datsun 280Z
--[3i]-- Eclipse GS-T
--[3j]-- FTO GP Version R
--[3k]-- GTO VR-4 (M)
--[3l]-- Imprezza 22B STi
--[3m]-- Integra Type R (M)
--[3n]-- Lancer Evolution VI GSR (M)
--[3o]-- MR-S S edition
--[3p]-- MR-2 GTS
--[3q]-- MR-2 G-Limited
--[3r]-- NSX Type R
--[3s]-- NSX Type S-Zero
--[3t]-- Porsche 911
--[3u]-- Porsche 911 Turbo
--[3v]-- Skyline R32 GTS-t Type M
--[3w]-- Skyline R34 V-Spec
--[3x]-- RX-7 GT Turbo
--[3y]-- RX-7 Infini III
--[3z]-- RX-7 Type RS
--[30]-- Step WGN Ultra
--[31]-- Supra RZ (M)
--[32]-- Supra RZ (TRD3000GT)
--[33]-- S2000 (Hardtop)
--[34]-- Viper GTS
[Section 4] - Credits
-----------------------------------------------------------------------
-----------------------------------------------------------------------
[Section 1] - General Questions & Answers
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------
--[1a]-- What is the importance of aero parts?|
-----------------------------------------------
Aero parts affect two things - weight and handling. If your car is
handling poorly, one of the 2 main reasons is because your aero parts
are not set properly(the other being brake balance --[2b]--). The cars
in TXR2 handle the best when you give them the best aero parts. So
besides the mirrors and the hood, make sure you change the rest of the
aero parts to (5) before fiddling with the settings. However, not all
the best aero parts appeal to everyone in appearance. So if you choose
to use lesser aero parts which provide a better "look", then be prepared
to give your car settings a major/minor overhaul. Although it should be
noted that the farther you deviate from using the best aero parts, the
harder it will be to set your car's handling close to what it should be
capable of - in most cases, it is impossible to get similar handling.
---------------------------------------------
--[1b]-- What parts should I buy for my car?|
---------------------------------------------
Buy the most expensive parts for your car, even if it increases weight,
it is still more beneficial. Aero parts and accessories are optional,
but keep in mind that different aero parts provide differences in
handling while different accessories only affect weight and appearance.
Front and back tires should both be racing slicks but there are
exceptions when you are trying to tune your car (more detail is
discussed in section --[2g]--).
It is suggested that you unlock and buy all the best main parts for your
car before attempting to tune it.
----------------------------------------------------------------
--[1c]-- What is the difference between understeer & oversteer?|
----------------------------------------------------------------
Understeer - when the front end of the car has a tendency to move
towards the inside wall when turning. Extreme understeer makes the car
extremely stiff and uncontrollable when entering turns.
Oversteer - when the rear end of the car has a tendency to move towards
the outside wall when turning. Extreme oversteer makes the car extremely
free in movement and uncontrollable when entering turns.
I find oversteer very difficult to control in this game because of the
narrow roads and the many walls. Understeer allows for your car to make
it through turns with less effort because the car will "want" to go into
the turn, hence you should be able to go through turns much faster than
if oversteer was dominant. However, a little oversteer is needed to be
able to turn the car if you wish to powerslide. So in general, you
should try to adjust your car to provide understeer and oversteer while
making understeer more dominant.
-----------------------------------------------
--[1d]-- What is a powerslide/fish-tail/drift?|
-----------------------------------------------
I will use the term "powerslide" in this FAQ.
To initiate a powerslide, enter a turn by braking and twisting your car
around so that it is facing in the direction of the turn's exit. You
will need sufficient oversteer and/or understeer to be able to
effectively twist your car around while your tires are spinning and
screeching through the powerslide. When you have turned your car as much
as possible, start accelerating out. Since this is not a guide to help
you drive your car, I will assume that you know how to powerslide and
this brief description should be enough to describe it.
-----------------------------------------------------------
--[1e]-- What are the consequences of high turbo settings?|
-----------------------------------------------------------
Some cars have a turbo boost setting in which 0.600 is the lowest
setting, while 1.350 is the highest, and 0.975 is in the middle.
By setting your turbo boost higher, you will get more HP, less torque at
low RPMs (turbo lag is not very noticeable in this game) and your
engine's performance will degenerate quicker. ie, at turbo 1.350, you
will notice engine degradation at around 30 - 50 miles of driving while
at turbo 0.600, you will notice it at around 80 - 100 miles of driving.
By exiting the track and going back to your garage, your engine's
performance will be optimized for your next track entry. Use a higher
turbo boost for a quick race against a hard opponent and a lower turbo
boost for many races against easier opponents.
I usually test my cars at 0.975 turbo boost although I will change it
back to 0.600 when actually racing on the track.
---------------------------------
--[1f]-- Shift assist on or off?|
---------------------------------
When you are just learning the game, you should use shift assist ON so
that you can concentrate on turning the car and memorizing the track. It
is not recommended that you remain using shift assist because of its
many disadvantages. Since the car shifts up near the red line with shift
assist ON, you cannot properly place all your gears within the car's
power band to get the best acceleration out of it - many cars have power
bands much lower than its redline. Also, with shift assist ON, you can
not use downshifting as a means to slow down faster.
--------------------------------------
--[1g]-- What is my car's power band?|
--------------------------------------
On the main screen in your garage, press the left or right trigger
button (shift up/down) and the stats of your car will show up. Look at
the place where it gives you your car's power output in HP and torque.
Your car's power band lies within the peak RPM of your HP output and the
peak RPM of your torque output. Depending if the torque graph (top left)
is a plateau or a steep slope starting from its peak, you will have a
smaller or bigger power band. But in both cases, the power band usually
starts a little higher than the torque's peak RPM. The power band always
ends at a point on or over the HP's peak RPM. Use the HP graph in a
similar fashion as the torque graph to figure out where your power band
ends.
For example:
With a power output of (800HP@8000RPM) and (700lbs/ft@6000RPM), this
car's power band is located somewhere within 6000 to 8000 RPM. If the
torque graph is a plateau starting at its peak, than I would estimate
the power band to be somewhere around 6000RPM to 8000RPM. If the torque
graph is a steep slope starting at its peak, than I would estimate the
power band to be somewhere around 6500RPM to 8000RPM.
----------------------------------------------------------
--[1h]-- When is the best time to shift to a higher gear?|
----------------------------------------------------------
When your tachometer lands on your HP's peak RPM, or lands a little bit
past it (not your peak torque's RPM). This gives you the best
acceleration from your car.
-----------------------------------------------
--[1i]-- What is the fastest way to slow down?|
-----------------------------------------------
At higher speeds, the fastest way to slow down is to brake hard and
quickly downshift to gear 1 as fast as you can. If your braking power is
too weak, you will find that doing this will put you into neutral very
often.
At lower speeds, simply tap your brakes every few milliseconds while
downshifting like the above.
------------------------------------------------------------
--[1j]-- Why doesn't my car turn when it goes into neutral?|
------------------------------------------------------------
If your car has very weak braking power, then braking too hard will
cause your car to go into neutral. Your car won't turn as well because
the tires are locked. To avoid this, you must increase braking power as
noted in (--[2b]--).
--------------------------------------------------------
--[1k]-- Strong gripping power vs. weak gripping power?|
--------------------------------------------------------
Why do you want to grip your front tires when turning? At higher speeds,
your car will eventually grip its front tires in turns (your wheels
start to screech). Strong gripping power allows for the car to grip
"inwards" at high speed turns while weak gripping power allows for the
car to grip "outwards" at high speed turns. Obviously, you want your car
to grip "inwards" so that you can take high speed turns at a much higher
speed. Some cars grip more often than others (ie, Viper GTS grips all
the time while the Lancer VI almost never grips). You can learn to
control gripping power and gripping tendency with the tuning section
further below - [Section 2].
---------------------------------
--[1l]-- How do I go in Reverse?|
---------------------------------
Here's something off-topic. When you are at a stop, hold the downshift
button while you accelerate. Watch out for autopilot though.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
[Section 2] - How to tune your car
-----------------------------------------------------------------------
-----------------------------------------------------------------------
------------------------------------------------------------
--[2a]-- Steer/Accel/Brake - your own personalized settings|
------------------------------------------------------------
These three settings do NOT affect your car's handling. In fact, they
only affect how your controller responds to the car itself. Steer really
doesn't need to be touched if you are using the analog since you can
apply different degrees of pressure in different directions. In the case
of accel and brake, you will quickly notice that your controller does
not have an analog for a gas pedal or a brake pedal. When you tap the
gas/brake, you will apply a constant amount of force every time you tap
it. ie, if you set brake at (+15), then every time you tap the brake
button, you can think of it as slamming on your brakes in real life.
Steer - quick: turning response is increased.
Steer - slow : turning response is decreased.
Accel - quick: faster acceleration when gas is applied = frequent wheel
Spins.
Accel - slow : slower acceleration when gas is applied = TCS (traction
control system) - less wheel spin when accelerating.
Brake - quick: faster braking response = prone to locking of tires
Brake - slow : slower braking response = less prone to locking of tires.
Recommendations:
Generally have all these settings pretty high but try not to go past
(+10) for any of them. Forget about the TCS, wheel spin isn't very
noticeable in this game and all that power helps out when trying to
straighten yourself out of a turn. For brake, have it pretty high but
less for FR and MR cars.
---------------------------------------
--[2b]-- Brake Balance & Braking Power|
---------------------------------------
In my opinion, brake balance is one of the 2 major factors for
controlling of your car in TXR2 - aero parts being the 1st major factor.
Brake balance is such a major factor because it affects 3 important
things; understeer, oversteer, and braking power. Note that brake
balance is the only factor that affects understeer and oversteer WITHOUT
affecting the car's turning radius at low & high speeds - this is very
important.
Brake Balance - Rear : Brakes are set further to the rear wheels =
tendency to oversteer when braking and LESS
braking power in front &/or rear drive vehicles.
Brake Balance - Front: Brakes are set further to the front wheels =
tendency to understeer when braking and MORE
braking power in front &/or rear drive vehicles.
Recommendations:
For FR, RR, 4WD and MR cars, set the brakes farther to the front end to
increase braking power and lower tendency to oversteer. RR, FR and MR
cars should generally be farther than 4WD since 4WD cars have pretty
good braking power to begin with. (-12, -8) is a good range for these
cars and (-6, -2) is a good range for 4WD cars. Setting it too far to
the front will produce extreme understeer, which results in a very stiff
and immobile car when under braking. You will notice that the car shakes
up and down simulating ABS when you apply too much front brakes. Try to
avoid this because it makes the car hard to maneuver when braking.
For FF cars, their brakes are already set really far to the front to
begin with, so braking power should be pretty good already. (-2, +2) is
a good range to set your FF car's brakes. Some FF cars handle stiffly
when under braking cause they don't have enough oversteer to twist their
whole body so slight oversteer should be added.
Note: before adjusting anything else that affects handling, make sure
you have set brake balance and aero parts FIRST! This usually solves
most problems with many cars.
---------------------
--[2c]-- Ride Height|
---------------------
Ride Height affects how close to the ground the car is. It does NOT
affect appearance in any way (in this game). It affects these factors:
Gripping power, tendency to grip, weight transfer(freedom of movement),
length of time in a powerslide, braking power, understeer, and
oversteer. It does NOT affect speed in TXR2.
Ride Height F&R - High: The car is higher from the ground = easier to
grip front tires when turning, lesser freedom of
movement at high speeds, greater freedom of
movement at low speeds, longer powersliding
sessions, and greater braking power because of
increased spring height.
Ride Height F&R - Low : The car is lower to the ground = harder to grip
front tires when turning, greater freedom of
movement at high speeds, lesser freedom of
movement at low speeds, shorter powersliding
sessions, and less braking power because of
decreased spring height.
Ride Height F - High: Front ride height is higher than rear ride height
= weaker gripping power and much more understeer.
Ride Height R - High: Rear ride height is higher than front ride height
= stronger gripping power and much more oversteer.
Recommendations:
Generally have ride height pretty low to the ground for all car types
except for FF cars. A wide range of (-12, -4) is a good place to set
your ride height. FF cars don't need much adjusting of ride height. I
personally tend to use ride height to produce more understeer by
adjusting the rear end lower to the ground than the front end but it's
really up to you whether you use ride height, spring rate, or shocks to
make a similar effect.
---------------------
--[2d]-- Spring Rate|
---------------------
Spring rate affects how bouncy your car is. The bouncier it is, the more
that weight will be able to freely move between the front and rear
wheels. These are the factors that spring rate affects: Impact, gripping
power, tendency to grip, weight transfer(freedom of movement), length of
time in a powerslide, braking power, understeer, and oversteer.
Spring Rate F&R - Hard: The car's springs are stiffer = more speed is
lost when hitting an object, tendency to grip
tires increases, more freedom of movement at
high speeds, less freedom of movement at low
speeds, shorter powersliding sessions, and
less braking power.
Spring Rate F&R - Soft: The car's springs are softer = less speed is
lost when hitting an object, tendency to grip
tires decreases, less freedom of movement at
high speeds, more freedom of movement at
low speeds, longer power sliding sessions, and
more braking power.
Spring Rate F - Hard: Front Springs are harder than rear springs =
stronger gripping power and more oversteer.
Spring Rate R - Hard: Rear springs are harder than front springs =
weaker gripping power and more understeer.
Recommendations:
As you can see, besides the impact factor, spring rate and ride height
affect the same factors in the same directions. However, the degree at
which spring rate affects these factors is different than the degree at
which ride height affects these same factors.
Generally have both spring rates soft for all car types to accept
impacts more easily. Not too soft though, (-5, 0) is a good range.
You can adjust the front and rear ends unevenly to produce effects of
oversteer, understeer, etc.
------------------------
--[2e]-- Shocks/Dampers|
------------------------
Shocks affect the way weight is contained and transferred between the
front and rear tires. The harder the shocks, the easier it is to contain
or accept the transfer of weight. The softer the shocks, the easier it
is to transfer or get rid of that weight. These are the factors that
shocks affect: Gripping power, tendency to grip, weight transfer(freedom
of movement), understeer, and oversteer. Shocks may affect the length of
time in a powerslide and/or braking power but the degree they affect
those factors are less noticeable than ride height or spring rate.
Shocks F&R - Hard: The car's shocks are stiffer = Weight transfer is
restricted so tendency to grip tires increases,
freedom of movement at high speeds increases, and
freedom of movement at low speeds decreases.
Shocks F&R - Soft: The car's shocks are softer = Weight transfer is
encouraged so tendency to grip tires decreases,
freedom of movement at high speeds decreases, and
freedom of movement at low speeds increases.
Shocks F - Hard: Front shocks are harder than rear shocks = much
stronger gripping power and little bit more oversteer.
Shocks R - Hard: Rear shocks are harder than front shocks = much weaker
gripping power and a little bit more understeer.
Recommendations:
Adjusting the rear end towards the softer end should allow for sharper
turning capabilities at low speed. This will however, cut into high
speed gripping power so it is necessary to apply other means to
compensate for this loss of gripping power - either by adjusting front
shocks harder or by using spring rate and/or ride height to produce
similar effects.
Alternatively, adjusting the front end towards the harder end should
allow for sharper turning capabilities at high speeds.
I generally leave the rear end softer than the front end, setting my
rear end around (-10, -2) and my front end around (0, +5).
--------------------------------------------
--[2f]-- Ride Height, Spring Rate, & Shocks|
--------------------------------------------
If you've read the last three sections, then you're probably asking
this, "what the hell? ride height, spring rate, and shocks affect almost
the exact same factors! what's the point?"
Well, this is the main reason why it takes me so freakin long to tune a
car. I wish I knew the answer to that question. I really think the
designers should have put other tuning options such as camber,
stabilizers, etc. that actually adjust different factors without
affecting the same factors as these suspension settings.
However, these three lovely settings aren't completely useless. Besides
the impact factor in the springs, each setting affects their respective
factors at different degrees, which are very complex to pinpoint. ie,
adjusting front ride height higher than rear ride height produces more
understeer than adjusting front spring rate softer than rear spring
rate. The same goes to all the other factors. This is what makes tuning
a car so complex in this game.
Although I do not know the exact values these factors hold for each
suspension setting, I will attempt to estimate to the best of my ability
in the following charts:
----------------------------------------------------------------------
Ride Height | F - Hi | F - Lo | R - Hi | R - Lo |F&R - Hi|F&R - Lo|
----------------------------------------------------------------------
Grip power |weak -|strong +|strong +|weak -|weak --|strong++|
Grip frequency |freq +|infreq -|infreq -|freq +|freq ++|infreq--|
Maneuver Lo |strong +|weak -|weak -|strong +|strong++|weak --|
Maneuver Hi |weak -|strong +|strong +|weak -|weak --|strong++|
Powerslide |long -|short +|long -|short +|long --|short ++|
Braking power |strong |weak |strong |weak |strong +|weak -|
Understeer |strong++|weak --|weak --|strong++|neutral |neutral |
Oversteer |weak --|strong++|strong++|weak --|neutral |neutral |
Impact |neutral |neutral |neutral |neutral |neutral |neutral |
----------------------------------------------------------------------
----------------------------------------------------------------------
Spring Rate | F - Hd | F - St | R - Hd | R - St |F&R - Hd|F&R - St|
----------------------------------------------------------------------
Grip power |strong |weak |weak |strong |strong |weak |
Grip frequency |infreq |freq |freq |infreq |infreq -|freq +|
Maneuver Lo |weak |strong |weak |strong |weak -|strong +|
Maneuver Hi |strong |weak |strong |weak |strong +|weak -|
Powerslide |short |long |short |long |short +|long -|
Braking power |weak -|strong +|weak -|strong +|weak --|strong++|
Understeer |weak -|strong +|strong +|weak -|neutral |neutral |
Oversteer |strong +|weak -|weak -|strong +|neutral |neutral |
Impact |poor -|good +|poor -|good +|poor --|good ++|
----------------------------------------------------------------------
----------------------------------------------------------------------
Shocks | F - Hd | F - St | R - Hd | R - St |F&R - Hd|F&R - St|
----------------------------------------------------------------------
Grip power |strong++|weak --|strong++|weak --|strong++|weak --|
Grip frequency |neutral |neutral |neutral |neutral |freq |infreq |
Maneuver Lo |weak -|strong +|weak --|strong++|weak |strong |
Maneuver Hi |strong++|weak --|strong +|weak -|strong |weak |
Powerslide |neutral |neutral |neutral |neutral |neutral |neutral |
Braking power |neutral |neutral |neutral |neutral |neutral |neutral |
Understeer |weak |strong |strong |weak |neutral |neutral |
Oversteer |strong |weak |weak |strong |neutral |neutral |
Impact |neutral |neutral |neutral |neutral |neutral |neutral |
----------------------------------------------------------------------
----------------------------------------------------------------------
Legend |
----------------------------------------------------------------------
Maneuver Hi & Lo - refers to weight transfer and freedom of movement |
at high and low speeds |
Powerslide ------- refers to the length of time spent in a powerslide|
(shorter is better) |
Hd --------------- hard |
St --------------- soft |
F ---------------- front end |
R ---------------- rear end |
(-/+) ------------ the degree of amplification toward its respective |
value with (+) being a more positive and desirable|
effect while (-) being a more negative and |
undesirable effect. |
freq/infreq ------ frequent and infrequency of gripping. (+) and (-) |
do not denote desirable or undesirable effects as |
the desirability is determined by its tuner. |
----------------------------------------------------------------------
This is just an idea of what the settings' functions are - based on
experience - so the values may be wrong, but it shouldn't be too far
off. I am less knowledgeable about spring rate than I am about ride
height and I am even less knowledgeable about shocks than I am about
spring rate so use these charts at your own discretion.
---------------
--[2g]-- Tires|
---------------
If you are tuning your car for optimal handling, it is suggested that
you equip your car with racing slick tires on both ends. Although they
wear out faster, they are by far, the best tires to race on the track
with.
By using lesser tires, your car will be prone to longer powerdrifting
sessions, weaker braking power, less traction, etc. However, it is
sometimes required for you to change your tires to make your car handle
in a certain way. To do this, you must keep one end of your car equipped
with racing slicks and switch the other end's tires to another option.
For example, by leaving your front end as racing slicks and changing
your rear end to competition "R" tires, your rear end will produce more
oversteer and your front end will grip better in high speed turns. By
changing your front tires to competition "R" and leaving your rear end
tires as racing slicks, you will get more understeer but gripping in
turns will be more difficult.
It is usually not required to change the tires of a car to make its
handling more controllable, but for the rare car that is very difficult
to tune, using tires in addition to suspension settings may be just what
you need to produce that extra understeer or gripping power.
I generally stay away from anything less than competition "R" tires
because handling changes much more drastically with the others.
---------------------
--[2h]-- Gear Ratios|
---------------------
Initial gear ratio setups for fully upgraded cars are a disaster in
TXR2. That's why it is required for you to change gear ratios for every
single car. And in my opinion, adjusting gear ratios are child's play
compared to the complex mess of suspension settings above :)
The goal of gear ratio adjusting, is to make every gear lie within its
power band (see --[1g]--) and to make each gear useful while emphasizing
top speed, high acceleration, or some of both.
To properly adjust your gears the way you want it, you will have to
constantly go in and out of the testing area in the setup screen. Make
sure your shift assist is OFF when you are adjusting gears. Why OFF?
(see --[1f]--). It should take 5 - 10 tests to get your gears right once
you get the hang of it. You may also want to test out your car on the
long part of the track since it is nearly impossible to reach top speed
in the test course with any car - though most cars can reach its 6th
gear.
When adjusting, try to leave your final gear ratio near the middle so
that it is possible to adjust your car for higher acceleration or top
speed whenever you need it. Some cars require the final gear ratio
placed very far to the left or right so that one of its gears(usually
the 2nd gear) are not completely useless. ie, Datsun 280 Z (A class).
Also, avoid adjusting your gears so that they look consistent in the
settings menu. ie, setting each gear far to the left and putting each
one after it a couple notches forward in a monotonous manner. Although
it may look pretty on the screen, it tends to make power output very
jagged and inconsistent when actually driving it.
----------------------------------
--[2hi]-- Linear Power Gear Setup|
----------------------------------
To get the most linear power out of your car, have every single gear
start on the power band's bottom point. ie, if your power band is
6500RPM - 8000RPM, shifting your gear at 8000 RPM should make the next
gear begin at 6500RPM. By doing this, you will extract constant maximum
output of your car in a nearly linear directional increase of speed.
However, sometimes you do not want this power to be extracted in a
linear form, hence the need to tune your gears to provide better
acceleration or better top speed.
------------------------------------------
--[2hii]-- Faster Acceleration Gear Setup|
------------------------------------------
In the case of faster acceleration, you should make each gear land on a
point higher than your power band's bottom point. Do not set it too high
since the increase in acceleration becomes less apparent as you reach
the top point of your power band. For acceleration, probably the best
place to have each gear land on, would be the middle point of your car's
power band. ie, for a power band of 6500RPM - 8000RPM, make each gear
start out at 7250RPM to produce optimal acceleration.
--------------------------------------
--[2hiii]-- High Top Speed Gear Setup|
--------------------------------------
In the case of higher top speed, you should make each gear land on a
point close to or under your power band's bottom point. Do not set it
too low since acceleration will be painfully slow the further down the
RPM scale you go. ie, for a power band of 6500RPM - 8000RPM, making each
gear start out at 5500RPM - 6000RPM should yield good top speed. If you
have trouble reaching the 6th gear, then you may have to set your gears
a little higher.
-----------------------------
--[2hiv]-- Hybrid Gear Setup|
-----------------------------
This hybrid method is probably the best method to use for your car if
you don't plan to adjust your final gear ratio very often. Simply set
your first 2 or 3 gears in the "faster acceleration" form of setup and
set your last few gears to a "higher top speed" form of setup. This will
ensure good acceleration at low speeds where you need it to get out of
turns, and high top speeds where you have long runways.
I generally use this method and the linear power method the most.
-------------------
--[2hv]-- 1st gear|
-------------------
If you haven't noticed yet, all of the above methods of gear setups
apply to gears 2 - 6(5). So how should you set 1st gear? You generally
want a pretty high ratio 1st gear that goes up to around 60 - 90 mph so
that it leaves enough room for you to produce decent top speed. However,
if your 1st gear is too high, you will find yourself having lots of
trouble getting out of corners fast enough to avoid hitting a wall. If
you have a really low ratio 1st gear, you will find that reaching a
decent top speed is very difficult but the extra acceleration of the 1st
gear will help push you out of corners a lot faster.
For the top speed method of gear setup, have your 1st gear very high -
maybe around 90 - 120 mph. For the faster acceleration method, have your
1st gear around 40 - 70 mph. And somewhere in the middle for any hybrid
method.
------------------------------------------------------------
--[2i]-- Misc. Tuning Tips 1 - Magnitude, Ratios, & Numbers|
------------------------------------------------------------
When tweaking your car and you find settings that seem to work but needs
a little something more to make it perfect, try adjusting the magnitudes
of your settings while keeping their ratios the same. ie, if a car with
front ride height (-9) and rear ride height (-12) appears to work really
well but still requires some loosening up, try adjusting it to (-6) and
(-8) or (-3) and (-4) - I assume you have some mathematical knowledge so
I will not go in-depth with ratios :) You'd be surprised how often this
technique solves problems - especially since oversteer and understeer is
not directly affected by changing magnitudes, only weight
transfer(freedom of movement) and maybe power sliding lengths.
Other than the recommendations given in the suspension settings, it is
difficult to know what values to use in your settings. Believe me, it is
VERY difficult to get the right settings in the first try. Most of the
time, I have to go in and out of the track many times - with difficult
cars (ie, Viper & Porsche turbo), I may go in and out more than 100
times! This is because I take my time increasing and decreasing values
of my settings by small increments. Sometimes a 1 point difference in
values makes A LOT of difference. So don't go about setting everything
to -15 or +15 cause you are probably causing many more problems to fix
rather than actually fixing the problem.
When you have tuned your car many times and you still can't get the
right settings, try starting over. You might realize that the original
settings were actually even better than your settings and you've been
going in the wrong direction the whole time.
------------------------------------------------------
--[2j]-- Misc. Tuning Tips 2 - Where to test your car|
------------------------------------------------------
Do NOT test your car's handling in the test course from the settings
menu. The reason is because there is only one turn there and that turn
does not give even a close simulation to the turns you meet on the
actual track. I've tried testing cars there and when taking it to the
track, it handles like crap. Just stick to testing gear ratios in the
test course.
I am not sure if this was a glitch in my US version of TXR2, but there
is a way to test your car in the actual track of the game without
meeting any obstacles (except for rivals). Simply start out on the area
furthest to the bottom of the screen in the 2nd part of the game - the
place BEFORE unlocking the 3rd and last part of the track(the area where
team gesselschaft and ratz hang out). Now keep driving south and go over
that big bridge with the narrowest turns in the entire game. By the time
you reach your first fork, you will notice no obstacle cars are to be
seen anywhere and by then, you should have been able to test out the max
speed of your car. Now you can choose to go left into the clockwise
version of the first part of the game, or choose to go straight. I
usually turn left and go through that place with all the twists and
turns.
Of course, you can just do it the easy way and try time attack since you
can also adjust your settings in there.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
[Section 3] - My car settings
-----------------------------------------------------------------------
-----------------------------------------------------------------------
Keep in mind that all of my cars are fully upgraded with the best
parts(not aero parts) and to those cars that apply, their turbo settings
are all set to 0.600 although they were all tested at 0.975. The reason
why I do not have all the top speeds of all my cars is because I do not
have the game to test them again - I only recorded some of them. Also,
they may not be accurate as I did not measure every car's top speed on
the long coastal route.
Btw, I seem to have misplaced my Silvia 14 K's settings. Don't worry
though, besides the gear ratios, this car handles almost as good as the
RX-7 Infini III if not better and requires little tuning. Although its
super sized rear spoiler and sweet aero parts make it a much prettier
sight - probably my favorite B class car.
----------------------
--[3a]-- 180SX Type X|
-----------------------------------------------------------------------
steer: +5 brake balance: -9 f. spring rate: -4 f. shocks: +5 |
accel: +6 f. ride height: -6 r. spring rate: -2 r. shocks: -2 |
brake: -2 r. ride height: -6 |
|
Gear Ratios Aero Parts Tires |
1st: 2.754 f. Bumper : 5 Front: racing slicks |
2nd: 2.045 hood : 2 Rear : racing slicks |
3rd: 1.522 mirror : 2 |
4th: 1.223 side skirt: 5 Max Speed |
5th: 0.961 r. bumper : 5 204 mph |
6th: 0.784 r. spoiler: 5 |
final: 2.953 |
-----------------------------------------------------------------------
Comments: Handling needs a little more work, and my gear ratios don't
exploit the full potential of this car's power band.
-----------------------------------------------------------------------
-----------------------
--[3b]-- Altezza RS200|
-----------------------------------------------------------------------
steer: 0 brake balance: 0 f. spring rate: 0 f. shocks: 0 |
accel: 0 f. ride height: 0 r. spring rate: 0 r. shocks: 0 |
brake: 0 r. ride height: 0 |
|
Gear Ratios Aero parts Tires |
1st: 2.638 f. bumper : 5 Front: racing slicks |
2nd: 2.089 hood : 2 Rear : racing slicks |
3rd: 1.699 mirror : 2 |
4th: 1.382 side skirt: 5 Max Speed |
5th: 1.176 r. bumper : 5 198 mph |
6th: 1.073 r. spoiler: 4 |
final: 3.091 |
-----------------------------------------------------------------------
Comments: I kinda like its original handling capabilities so I didn't
bother to change it.
-----------------------------------------------------------------------
----------------
--[3c]-- BMW M3|
-----------------------------------------------------------------------
steer: +4 brake balance: -9 f. spring rate: -8 f. shocks: +6 |
accel: +6 f. ride height: -2 r. spring rate: -2 r. shocks: -4 |
brake: -2 r. ride height: -2 |
|
Gear Ratios Aero parts Tires |
1st: 3.165 f. bumper : 5 Front: racing slicks |
2nd: 2.338 hood : 2 Rear : racing slicks |
3rd: 1.821 mirror : 2 |
4th: 1.462 side skirt: 4 Max Speed |
5th: 1.174 r. bumper : 3 ??? |
6th: 0.994 r. spoiler: 4 |
final: 2.627 |
-----------------------------------------------------------------------
Comments: I like this car. It handles extremely well for a FR car.
Torque at low speeds is amazing - which helps it exit a turn with a
punch.
-----------------------------------------------------------------------
------------------------
--[3d]-- Celica GT-Four|
-----------------------------------------------------------------------
steer: 0 brake balance: -7 f. spring rate: 0 f. shocks: 0 |
accel: +5 f. ride height: 0 r. spring rate: -10 r. shocks: 0 |
brake: +5 r. ride height: 0 |
|
Gear Ratios Aero parts Tires |
1st: 2.191 f. bumper : 5 Front: racing slicks |
2nd: 1.758 hood : 2 Rear : racing slicks |
3rd: 1.422 mirror : 2 |
4th: 1.149 side skirt: 4 Max Speed |
5th: 0.934 r. bumper : 3 210 mph |
6th: 0.803 r. spoiler: 5 |
final: 2.881 |
-----------------------------------------------------------------------
Comments: The 4wd makes this car handle pretty good, but the lack of
power makes this car suck when put side to side with other A class super
cars.
-----------------------------------------------------------------------
----------------------
--[3e]-- Civic Type R|
-----------------------------------------------------------------------
steer: +6 brake balance: 0 f. spring rate: -6 f. shocks: -2 |
accel: +3 f. ride height: -6 r. spring rate: 0 r. shocks: -12 |
brake: +2 r. ride height: -8 |
|
Gear Ratios Aero parts Tires |
1st: 2.422 f. bumper : 4 Front: racing slicks |
2nd: 1.918 hood : 2 Rear : racing slicks |
3rd: 1.562 mirror : 2 |
4th: 1.296 side skirt: 5 Max Speed |
5th: 1.082 r. bumper : 5 196 mph |
6th: 0.887 r. spoiler: 5 |
final: 3.824 |
-----------------------------------------------------------------------
Comments: This is the closest I could get to duplicate the handling of a
civic with a better front bumper. If you want near perfect handling for
the civic, then replace the front bumper with (5) and set all three
suspension settings to 0's. This is one of the best C class cars - also
my favorite C class car.
-----------------------------------------------------------------------
--------------------
--[3f]-- CR-X II Si|
-----------------------------------------------------------------------
steer: 0 brake balance: 0 f. spring rate: -1 f. shocks: -6 |
accel: 0 f. ride height: -2 r. spring rate: -1 r. shocks: +4 |
brake: 0 r. ride height: -3 |
|
Gear Ratios Aero parts Tires |
1st: 2.374 f. bumper : 5 Front: racing slicks |
2nd: 1.970 hood : 2 Rear : racing slicks |
3rd: 1.617 mirror : 2 |
4th: 1.359 side skirt: 5 Max Speed |
5th: 1.112 r. bumper : 5 186 mph |
6th: 0.916 r. spoiler: 5 |
final: 3.626 |
-----------------------------------------------------------------------
Comments: Pretty much identical to the civic type R. I set the car for
faster acceleration hence the lower top speed.
-----------------------------------------------------------------------
---------------------
--[3g]-- Datsun 240Z|
-----------------------------------------------------------------------
steer: +15 brake balance: +8 f. spring rate: -15 f. shocks: -15 |
accel: +12 f. ride height: +15 r. spring rate: +15 r. shocks: +15 |
brake: +2 r. ride height: -15 |
|
Gear Ratios Aero parts Tires |
1st: 2.245 f. bumper : 3 Front: competition "R" |
2nd: 1.821 hood : 2 Rear : racing slicks |
3rd: 1.451 mirror : 2 |
4th: 1.234 side skirt: 0 Max Speed |
5th: 1.048 r. bumper : 5 115 mph |
6th: 0.887 r. spoiler: 5 |
final: 4.438 |
-----------------------------------------------------------------------
Comments: This car is a joke. Apparently, the best-car-in-the-game's
counter part is the worst car in the game. To turn this car, tap the
brake button and twist your car with your accelerator still held down.
-----------------------------------------------------------------------
---------------------
--[3h]-- Datsun 280Z|
-----------------------------------------------------------------------
steer: +6 brake balance: -2 f. spring rate: -2 f. shocks: +14 |
accel: 0 f. ride height: 0 r. spring rate: -2 r. shocks: -2 |
brake: +10 r. ride height: -6 | |
Gear Ratios Aero parts Tires |
1st: 2.952 f. bumper : 5 Front: racing slicks |
2nd: 2.000 hood : 2 Rear : racing slicks |
3rd: 1.622 mirror : 2 |
4th: 1.312 side skirt: 0 Max Speed |
5th: 1.103 r. bumper : 5 232 mph |
6th: 0.929 r. spoiler: 4 |
final: 2.750 |
-----------------------------------------------------------------------
Comments: The best car in the game - so good that it seems like you're
cheating when you drive it. This is the same car that the final boss
drives.
-----------------------------------------------------------------------
----------------------
--[3i]-- Eclipse GS-T|
-----------------------------------------------------------------------
steer: +6 brake balance: +2 f. spring rate: -10 f. shocks: +6 |
accel: +2 f. ride height: -4 r. spring rate: 0 r. shocks: -12 |
brake: +4 r. ride height: -8 |
|
Gear Ratios Aero parts Tires |
1st: 2.483 f. bumper : 5 Front: racing slicks |
2nd: 1.815 hood : 2 Rear : racing slicks |
3rd: 1.358 mirror : 2 |
4th: 1.053 side skirt: 5 Max Speed |
5th: 0.855 r. bumper : 5 216 mph |
6th: 0.692 r. spoiler: 5 |
final: 3.187 |
-----------------------------------------------------------------------
Comments: One of the 3 best B class cars, the others being the RX-7
infini III and the Silvia 14 K's.
-----------------------------------------------------------------------
--------------------------
--[3j]-- FTO GP Version R|
-----------------------------------------------------------------------
steer: +4 brake balance: 0 f. spring rate: -6 f. shocks: +8 |
accel: +5 f. ride height: -4 r. spring rate: 0 r. shocks: +4 |
brake: +6 r. ride height: -10 |
|
Gear Ratios Aero parts Tires |
1st: 3.038 f. bumper : 2 Front: racing slicks |
2nd: 2.085 hood : 2 Rear : racing slicks |
3rd: 1.640 mirror : 1 |
4th: 1.274 side skirt: N Max Speed |
5th: 1.022 r. bumper : 1 201 mph |
6th: 0.847 r. spoiler: 3 |
final: 4.021 |
-----------------------------------------------------------------------
Comments: Too bad the aero parts look so bad on this car, which forces
me give its settings a complete makeover. I liked this car in Gran
Turismo 1 & 2 a lot more :)
-----------------------------------------------------------------------
----------------------
--[3k]-- GTO VR-4 (M)|
-----------------------------------------------------------------------
steer: +9 brake balance: -8 f. spring rate: +2 f. shocks: +4 |
accel: +4 f. ride height: -4 r. spring rate: -4 r. shocks: -5 |
brake: +10 r. ride height: -5 |
|
Gear Ratios Aero parts Tires |
1st: 2.353 f. bumper : 5 Front: competition "R" |
2nd: 1.809 hood : 2 Rear : racing slicks |
3rd: 1.410 mirror : 1 |
4th: 1.090 side skirt: 4 Max Speed |
5th: 0.836 r. bumper : 5 ??? |
6th: 0.696 r. spoiler: 5 |
final: 3.192 |
-----------------------------------------------------------------------
Comments: The 4WD makes this car have above average handling but the
heavy body makes it pretty slow.
-----------------------------------------------------------------------
--------------------------
--[3l]-- Imprezza 22B STi|
-----------------------------------------------------------------------
steer: 0 brake balance: -3 f. spring rate: -4 f. shocks: 0 |
accel: 0 f. ride height: 0 r. spring rate: 0 r. shocks: 0 |
brake: +6 r. ride height: 0 |
|
Gear Ratios Aero parts Tires |
1st: 2.202 f. bumper : 5 Front: racing slicks |
2nd: 1.826 hood : 2 Rear : racing slicks |
3rd: 1.542 mirror : 2 |
4th: 1.299 side skirt: 5 Max Speed |
5th: 1.065 r. bumper : 5 ??? |
6th: 0.798 r. spoiler: 5 |
final: 3.011 |
-----------------------------------------------------------------------
Comments: This car handles almost perfectly to begin with. It is
considered one of the 2 best cars in the game not including the Datsun
280Z. I set the gears to produce excellent acceleration and pretty
decent top speed - very fun to drive.
-----------------------------------------------------------------------
----------------------------
--[3m]-- Integra Type R (M)|
-----------------------------------------------------------------------
steer: 0 brake balance: 0 f. spring rate: -6 f. shocks: +2 |
accel: 0 f. ride height: 0 r. spring rate: 0 r. shocks: -2 |
brake: +4 r. ride height: 0 |
|
Gear Ratios Aero parts Tires |
1st: 2.356 f. bumper : 4 Front: racing slicks |
2nd: 1.815 hood : 2 Rear : racing slicks |
3rd: 1.454 mirror : 2 |
4th: 1.177 side skirt: 5 Max Speed |
5th: 0.961 r. bumper : 4 200 mph |
6th: 0.797 r. spoiler: 4 |
final: 4.067 |
-----------------------------------------------------------------------
Comments: You should be able to get a lot better handling if you switch
the aero parts to their max and set all three suspension settings to
0's. If it weren't for its limited power, it would be just as good as
the RX-7 Infini III, Silvia, and the Eclipse GS-T
-----------------------------------------------------------------------
-------------------------------------
--[3n]-- Lancer Evolution VI GSR (M)|
-----------------------------------------------------------------------
steer: +15 brake balance: -4 f. spring rate: 0 f. shocks: 0 |
accel: +10 f. ride height: 0 r. spring rate: 0 r. shocks: 0 |
brake: +13 r. ride height: 0 |
|
Gear Ratios Aero parts Tires |
1st: 2.196 f. bumper : 5 Front: racing slicks |
2nd: 1.744 hood : 2 Rear : racing slicks |
3rd: 1.372 mirror : 2 |
4th: 1.094 side skirt: 5 Max Speed |
5th: 0.868 r. bumper : 5 229 mph |
6th: 0.686 r. spoiler: 5 |
final: 3.580 |
-----------------------------------------------------------------------
Comments: This car handles almost perfectly to begin with. It is
considered one of the 2 best cars in the game not including the Datsun
280Z. Unlike the 22B, this car has to reach a very high speed before it
grips its tires while turning.
-----------------------------------------------------------------------
------------------------
--[3o]-- MR-S S edition|
-----------------------------------------------------------------------
steer: 0 brake balance: -6 f. spring rate: -3 f. shocks: +4 |
accel: +6 f. ride height: 0 r. spring rate: 0 r. shocks: 0 |
brake: 0 r. ride height: 0 |
|
Gear Ratios Aero parts Tires |
1st: 2.374 f. bumper : 5 Front: racing slicks |
2nd: 1.796 hood : 2 Rear : racing slicks |
3rd: 1.400 mirror : 2 |
4th: 1.113 side skirt: 5 Max Speed |
5th: 0.924 r. bumper : 5 ??? |
6th: 0.777 r. spoiler: 5 |
final: 3.665 |
-----------------------------------------------------------------------
Comments: I just got this car cause one of the wanderer requirements
requires me to drive this car around. Frankly, this was just a 5-minute
quick tune up and more work could probably be applied to make it better.
-----------------------------------------------------------------------
------------------
--[3p]-- MR-2 GTS|
-----------------------------------------------------------------------
steer: +15 brake balance: -6 f. spring rate: -6 f. shocks: +6 |
accel: +8 f. ride height: -4 r. spring rate: -3 r. shocks: -6 |
brake: +5 r. ride height: -4 |
|
Gear Ratios Aero parts Tires |
1st: 2.248 f. bumper : 5 Front: racing slicks |
2nd: 1.647 hood : 2 Rear : racing slicks |
3rd: 1.274 mirror : 2 |
4th: 1.016 side skirt: 5 Max Speed |
5th: 0.824 r. bumper : 5 222 mph |
6th: 0.659 r. spoiler: 4 |
final: 3.414 |
-----------------------------------------------------------------------
Comments: This car needed a little bit of work to keep it from
understeering too much. Handling is above average.
-----------------------------------------------------------------------
------------------------
--[3q]-- MR-2 G-Limited|
-----------------------------------------------------------------------
steer: +6 brake balance: -4 f. spring rate: 0 f. shocks: 0 |
accel: 0 f. ride height: -3 r. spring rate: 0 r. shocks: 0 |
brake: 0 r. ride height: -3 |
|
Gear Ratios Aero parts Tires |
1st: 2.464 f. bumper : 5 Front: racing slicks |
2nd: 1.958 hood : 2 Rear : racing slicks |
3rd: 1.563 mirror : 1 |
4th: 1.267 side skirt: 5 Max Speed |
5th: 1.021 r. bumper : 5 198 mph |
6th: 0.831 r. spoiler: 4 |
final: 3.550 |
-----------------------------------------------------------------------
Comments: Not as difficult to tune as its A class brother, and it
handles pretty good for a B Class car.
-----------------------------------------------------------------------
--------------------
--[3r]-- NSX Type R|
-----------------------------------------------------------------------
steer: +8 brake balance: -8 f. spring rate: -6 f. shocks: +3 |
accel: +5 f. ride height: -5 r. spring rate: -1 r. shocks: -8 |
brake: +4 r. ride height: -6 |
|
Gear Ratios Aero parts Tires |
1st: 2.091 f. bumper : 4 Front: racing slicks |
2nd: 1.778 hood : 2 Rear : racing slicks |
3rd: 1.512 mirror : 2 |
4th: 1.273 side skirt: 5 Max Speed |
5th: 1.007 r. bumper : 3 236 mph |
6th: 0.812 r. spoiler: 4 |
final: 3.600 |
-----------------------------------------------------------------------
Comments: Because of the aero parts, handling is only above average but
still pretty good. The gears are set for higher acceleration at lower
speeds. Note that you can interchange the aero parts and all the other
settings (except for gear ratios) with the NSX Type S-Zero below. These
cars are almost exactly identical in handling and in power.
-----------------------------------------------------------------------
-------------------------
--[3s]-- NSX Type S-Zero|
-----------------------------------------------------------------------
steer: +8 brake balance: -9 f. spring rate: -2 f. shocks: +5 |
accel: +6 f. ride height: -9 r. spring rate: -2 r. shocks: -3 |
brake: +10 r. ride height: -12 |
|
Gear Ratios Aero parts Tires |
1st: 2.335 f. bumper : 5 Front: racing slicks |
2nd: 1.942 hood : 2 Rear : racing slicks |
3rd: 1.510 mirror : N |
4th: 1.220 side skirt: 5 Max Speed |
5th: 1.010 r. bumper : 5 234 mph |
6th: 0.835 r. spoiler: 5 |
final: 3.460 |
-----------------------------------------------------------------------
Comments: This is by far my favorite car in TXR2. It was the first car I
ever bought and the first car I ever tamed. Initially, this car has very
uncontrollable handling - but when tuned, it can take corners like they
were nothing. Besides maybe the Datsun 280Z or the Porsche 911 Turbo,
this car has the best turning capabilities in the game. Unfortunately,
with the lack of a turbo, the NSX cannot compare with the 22B and Lancer
VI. Note that you can switch settings and parts with the NSX Type
R(except for gear ratios) if you want a less responsive car.
-----------------------------------------------------------------------
---------------------
--[3t]-- Porsche 911|
-----------------------------------------------------------------------
steer: +5 brake balance: -10 f. spring rate: +6 f. shocks: +8 |
accel: +4 f. ride height: -10 r. spring rate: 0 r. shocks: +4 |
brake: -4 r. ride height: -7 |
|
Gear Ratios Aero parts Tires |
1st: 2.664 f. bumper : 3 Front: racing slicks |
2nd: 2.092 hood : 2 Rear : racing slicks |
3rd: 1.622 mirror : 1 |
4th: 1.275 side skirt: 5 Max Speed |
5th: 1.046 r. bumper : 5 215 mph |
6th: 0.862 r. spoiler: 5 |
final: 2.927 |
-----------------------------------------------------------------------
Comments: Not as powerful as its bigger brother with the big turbo, but
this Porsche can actually be handled with little effort - probably
because of less power.
-----------------------------------------------------------------------
---------------------------
--[3u]-- Porsche 911 Turbo|
-----------------------------------------------------------------------
steer: +10 brake balance: -13 f. spring rate: -11 f. shocks: +15 |
accel: +12 f. ride height: -14 r. spring rate: +10 r. shocks: -15 |
brake: +8 r. ride height: -14 |
|
Gear Ratios Aero parts Tires |
1st: 2.515 f. bumper : 5 Front: racing slicks |
2nd: 1.760 hood : 2 Rear : racing slicks |
3rd: 1.327 mirror : N |
4th: 1.040 side skirt: 5 Max Speed |
5th: 0.847 r. bumper : 5 244 mph |
6th: 0.686 r. spoiler: 5 |
final: 2.927 |
-----------------------------------------------------------------------
Comments: One of the three most powerful cars in the game - the others
being the Viper GTS and the Datsun 280Z. This car is the hardest car I
have tuned in TXR2. After 700 miles of ONLY testing and over 5 tries to
tune, these are the settings I have come up with. I believe this car was
never meant to powerslide through turns which requires me to change my
driving style just to control it. With so much understeer & oversteer,
you can pretty much take any turn without having to drift or grip your
tires. That's why it was tuned with such powerful brakes, so you can
brake BEFORE entering a turn and exiting with its awesome turning
capabilities.
-----------------------------------------------------------------------
----------------------------------
--[3v]-- Skyline R32 GTS-t Type M|
-----------------------------------------------------------------------
steer: +10 brake balance: -6 f. spring rate: -5 f. shocks: +2 |
accel: +10 f. ride height: -1 r. spring rate: 0 r. shocks: -9 |
brake: +4 r. ride height: -4 |
|
Gear Ratios Aero parts Tires |
1st: 2.491 f. bumper : 5 Front: racing slicks |
2nd: 1.826 hood : 2 Rear : racing slicks |
3rd: 1.413 mirror : 2 |
4th: 1.135 side skirt: 5 Max Speed |
5th: 0.911 r. bumper : 5 ??? |
6th: 0.734 r. spoiler: 5 |
final: 3.709 |
-----------------------------------------------------------------------
Comments: I got this car for one of the wanderer requirements but I
never got the wanderer to come out anyways. Average handling probably
because of its FR drivetrain.
-----------------------------------------------------------------------
----------------------------
--[3w]-- Skyline R34 V-Spec|
-----------------------------------------------------------------------
steer: +5 brake balance: -2 f. spring rate: +1 f. shocks: +2 |
accel: +12 f. ride height: -4 r. spring rate: +1 r. shocks: -2 |
brake: +12 r. ride height: -8 |
|
Gear Ratios Aero parts Tires |
1st: 2.874 f. bumper : 5 Front: racing slicks |
2nd: 2.177 hood : 2 Rear : racing slicks |
3rd: 1.709 mirror : 1 |
4th: 1.370 side skirt: 5 Max Speed |
5th: 1.126 r. bumper : 5 ??? |
6th: 0.929 r. spoiler: 5 |
final: 2.688 |
-----------------------------------------------------------------------
Comments: The handling is pretty good to begin with, but not as good as
the Lancer VI or the 22B. With such a heavy body, the Skyline isn't as
good as it should be.
-----------------------------------------------------------------------
-----------------------
--[3x]-- RX-7 GT Turbo|
-----------------------------------------------------------------------
steer: +10 brake balance: -7 f. spring rate: +8 f. shocks: +10 |
accel: +10 f. ride height: -5 r. spring rate: -4 r. shocks: -4 |
brake: +7 r. ride height: -9 |
|
Gear Ratios Aero parts Tires |
1st: 3.022 f. bumper : 5 Front: racing slicks |
2nd: 1.968 hood : 2 Rear : racing slicks |
3rd: 1.533 mirror : 1 |
4th: 1.214 side skirt: 5 Max Speed |
5th: 0.971 r. bumper : 5 ??? |
6th: 0.781 r. spoiler: 4 |
final: 4.217 |
-----------------------------------------------------------------------
Comments: Another one of those cars I got just for a wanderer
requirement.
-----------------------------------------------------------------------
-------------------------
--[3y]-- RX-7 Infini III|
-----------------------------------------------------------------------
steer: 0 brake balance: -8 f. spring rate: -1 f. shocks: 0 |
accel: +2 f. ride height: -3 r. spring rate: 0 r. shocks: 0 |
brake: +4 r. ride height: -3 |
|
Gear Ratios Aero parts Tires |
1st: 2.726 f. bumper : 5 Front: racing slicks |
2nd: 1.863 hood : 1 Rear : racing slicks |
3rd: 1.419 mirror : 1 |
4th: 1.094 side skirt: 5 Max Speed |
5th: 0.859 r. bumper : 5 211 mph |
6th: 0.707 r. spoiler: 5 |
final: 3.655 |
-----------------------------------------------------------------------
Comments: One of the 3 best B class cars next to the Silvia and the
Eclipse GS-T. Almost nothing needs to be done to perfect the excellent
handling of this B class king.
-----------------------------------------------------------------------
----------------------
--[3z]-- RX-7 Type RS|
-----------------------------------------------------------------------
steer: +6 brake balance: -10 f. spring rate: -3 f. shocks: +3 |
accel: +10 f. ride height: -8 r. spring rate: -2 r. shocks: -6 |
brake: +3 r. ride height: -10 |
|
Gear Ratios Aero parts Tires |
1st: 2.612 f. bumper : 4 Front: racing slicks |
2nd: 1.920 hood : 1 Rear : competition "R" |
3rd: 1.531 mirror : 1 |
4th: 1.205 side skirt: 3 Max Speed |
5th: 0.942 r. bumper : 3 237 mph |
6th: 0.752 r. spoiler: 5 |
final: 3.485 |
-----------------------------------------------------------------------
Comments: This car has excellent handling with all the best aero parts,
so if you want the absolute best handling for this car, change all the
aero parts to the highest and set all three suspension settings to 0's.
The gears are set in a very distinct hybrid method in which the 1st gear
yields excellent acceleration to help out when exiting turns.
-----------------------------------------------------------------------
------------------------
--[30]-- Step WGN Ultra|
-----------------------------------------------------------------------
steer: +10 brake balance: -4 f. spring rate: 0 f. shocks: 0 |
accel: 0 f. ride height: 0 r. spring rate: 0 r. shocks: 0 |
brake: +4 r. ride height: 0 |
|
Gear Ratios Aero parts Tires |
1st: 2.320 f. bumper : 5 Front: racing slicks |
2nd: 1.711 hood : 2 Rear : racing slicks |
3rd: 1.306 mirror : 2 |
4th: 0.976 side skirt: 5 Max Speed |
5th: 0.786 r. bumper : 5 ??? |
6th: 0.000 r. spoiler: 5 |
final: 4.274 |
-----------------------------------------------------------------------
Comments: What? I have this car cause it's err... original. Who wouldn't
wanna drive a 2 tonne van around merely to create fender benders? The
handling is surprisingly good because of its 4wd and its low speed
capacity.
-----------------------------------------------------------------------
----------------------
--[31]-- Supra RZ (M)|
-----------------------------------------------------------------------
steer: +9 brake balance: -8 f. spring rate: -6 f. shocks: 0 |
accel: +11 f. ride height: +2 r. spring rate: -2 r. shocks: -12 |
brake: +2 r. ride height: -8 |
|
Gear Ratios Aero parts Tires |
1st: 2.779 f. bumper : 2 Front: racing slicks |
2nd: 2.167 hood : 2 Rear : racing slicks |
3rd: 1.725 mirror : 2 |
4th: 1.402 side skirt: 4 Max Speed |
5th: 1.159 r. bumper : 3 227 mph |
6th: 0.977 r. spoiler: 4 |
final: 2.500 |
-----------------------------------------------------------------------
Comments: For the best handling, switch all the aero parts to the
highest and set all three suspension settings to 0's. The handling is
above average but the power leaves something to be desired. For some
reason, it won't let me increase the 6th gear any higher - when you get
to about 210 mph, you should already be at the redline. Yeah, it goes
past the redline at 227 mph.
-----------------------------------------------------------------------
------------------------------
--[32]-- Supra RZ (TRD3000GT)|
-----------------------------------------------------------------------
steer: 0 brake balance: 0 f. spring rate: 0 f. shocks: 0 |
accel: 0 f. ride height: 0 r. spring rate: 0 r. shocks: 0 |
brake: 0 r. ride height: 0 |
|
Gear Ratios Aero parts Tires |
1st: 2.843 f. bumper : 4 Front: racing slicks |
2nd: 2.273 hood : 1 Rear : racing slicks |
3rd: 1.865 mirror : 1 |
4th: 1.530 side skirt: 5 Max Speed |
5th: 1.180 r. bumper : 5 227 mph |
6th: 0.929 r. spoiler: 5 |
final: 2.500 |
-----------------------------------------------------------------------
Comments: This is just the non(M) version of the Supra. With the right
aero parts and a greyish tint, this car has a TRD3000GT kit :) I still
don't like that 5th front bumper... looks too happy to me.
-----------------------------------------------------------------------
-------------------------
--[33]-- S2000 (Hardtop)|
-----------------------------------------------------------------------
steer: +3 brake balance: -10 f. spring rate: -6 f. shocks: +5 |
accel: +5 f. ride height: -3 r. spring rate: -2 r. shocks: -3 |
brake: +4 r. ride height: -7 |
|
Gear Ratios Aero parts Tires |
1st: 2.271 f. bumper : 2 Front: racing slicks |
2nd: 1.863 hood : 1 Rear : racing slicks |
3rd: 1.567 mirror : 1 |
4th: 1.324 side skirt: 5 Max Speed |
5th: 1.113 r. bumper : 4 216 mph |
6th: 0.978 r. spoiler: 5 |
final: 3.485 |
-----------------------------------------------------------------------
Comments: Maybe if I liked the 5th front bumper, this car wouldn't need
such an overhaul. Handling is excellent with this setup but the power
output is very weak.
-----------------------------------------------------------------------
-------------------
--[34]-- Viper GTS|
-----------------------------------------------------------------------
steer: +8 brake balance: -13 f. spring rate: +5 f. shocks: +4 |
accel: +13 f. ride height: -4 r. spring rate: -5 r. shocks: -8 |
brake: +4 r. ride height: -6 |
|
Gear Ratios Aero parts Tires |
1st: 1.954 f. bumper : 5 Front: racing slicks |
2nd: 1.557 hood : 1 Rear : competition "R" |
3rd: 1.247 mirror : 1 |
4th: 1.023 side skirt: 5 Max Speed |
5th: 0.849 r. bumper : 5 248 mph |
6th: 0.686 r. spoiler: 5 |
final: 2.978 |
-----------------------------------------------------------------------
Comments: This is a very difficult car to tune. This is probably my 2nd
mostly tuned car next to the Porsche 911 turbo. However, this setup
makes the original car drive like it's got 6 wheels. Handling is now
above average and with the awesome power coming from under its hood,
this is one deadly car.
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------------------------------------------------------------------------
----------------------------------------------------------------------
[Section 4] - Credits
------------------------------------------------------------------------
----------------------------------------------------------------------
- www.gamefaqs.com for the only known TXR2 message board known to me.
- My cousin Will for letting me borrow his dreamcast for a whole month.
- lindigj user 97830 of the gamefaqs message boards for zir suggestion
to make a FAQ. Hard to believe, but I was looking at zir message when
it clicked into my head that I would write this. Sorry I didnt
contact you about your compilation of my settings, I had a lot of
updates and settings never posted that I wanted to put in as well.
- All the ppl who post at the TXR2 message board. I felt kind of guilty
to just leave the board like that when everyone still needs help with
their car settings :)
- urmie, shoryuken, and shinya for their car lists which helped me
determine which car was what.
- Dave Connoy connoy@mailcity.com for his Gran Turismo 2 car list that
helped me fill out any errors or dicrepencies in the names of cars
from the lists of TXR2.
- Genki for making such a fun game. I hope you fix the cpu AI and the
limited amount of car settings for the next TXR :)
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|So much for a mini-faq, this thing turned out bigger than I thought! |
-----------------------------------------------------------------------
- All references to Tokyo Extreme Racer 2 and any part of that game is
copyright to Genki.
- All references to Gran Turismo 1 & 2 is copyright to the developers
of that game - I think it's sony?