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06/02/2015

GameFAQs:TokyoXtremeRacerZero(PS2)GettingStartedGuidebyWolfFeather

TokyoXtremeRacerZero:GettingStartedGuidebyWolf Feather

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TOKYOEXTREMERACERZERO:GETTINGSTARTEDGUIDE
by
WolfFeather/JamieStafford
FEATHER7@IX.NETCOM.COM
InitialVersionCompleted:December15,2002
FINALVERSIONCompleted:January19,2003
====================================
====================================
====================================
CONTENTS
SpacingandLength
Permissions
Introduction
TheInitialCar
Rivals
Courses
BOLO
GeneralTips
InputfromOthers
Drivetrains
Braking
Cornering
Tuning
Diagrams
Contact
====================================
====================================
====================================
SPACINGANDLENGTH
Foroptimumreadability,thisdrivingguideshouldbe
viewed/printedusingamonowidthfont,suchasCourier.
Checkforappropriatefontsettingbymakingsurethenumbers
andlettersbelowlineup:
1234567890123456789012345678901234567890123456789012
ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz
Thisguideisapproximately35pageslongintheMacintosh
versionofMicrosoftWord98usingsinglespacedCourier12
font.
====================================
PERMISSIONS
ThisguidemayONLYbepostedonFeatherGuides,GameFAQs.com,
PSXCodez.com,Cheatcc.com,AbsolutePlayStation.com,
gamesover.com,InsidePS2Games.com,RedCoupe,CheatPlanet.com,
TheCheatEmpire,a2zweblinks.com,Gameguru,GamesDomain,
GameReactors.com,cheatingplanet.com,vgstrategies.com,
CheatHeaven,IGN,ps2fantasy.com,andRobsGaming.com,
neoseeker.com.
Permissionisgrantedtodownloadandprintonecopyfor
personaluse.
====================================
====================================
====================================
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INTRODUCTION
TokyoExtremeRacerZeroisanintriguinggamesimilarto
thePlayStationgameTokyoHighwayBattle,butfarmore
developedandwithmuchmorehighwaytoexplore.Also,the
CPUcontrolledRivalsarefarmorechallengingandvaried,
employingawiderarrayoftacticsintheirownattemptsto
wineachbattle.
Oneofthemostinterestingaspectsofthegame(tome)is
thatitshowsthecomplexityofthehighwaysystemofamajor
urbanarea.Theinitialcourseisespeciallyintriguingin
thisrespect,anditisratherinterestingtocomparethe
gameversionofthehighwaytoamapofTokyo.
Somethingthatmaytakemanyplayersbysurpriseisthatthe
Japaneseroadandhighwaysystemisdesignedtodriveonthe
lefthandsideoftheroadway/highway.InTokyoExtreme
RacerZero,thisnevercomesdirectlyintoplay.And,only
inratherrarecasescantheplayerevenSEEtheopposite
directionofthehighways(whichamazinglyNEVERhasany
traffic).
Thisguideisintendedtohelpthosejustbeginningwith
TokyoExtremeRacerZero.Granted,Iwroteaguideonthe
gameinFall2001(TokyoExtremeRacerZero:GameGuide),but
thisguidewillalsoincludeinformationrelatedtothe
questionsIhavereceivedmostofteninemailsfromreaders
ofmyTokyoExtremeRacerZero:GameGuide.Someinformation
inthisguidecomesfrommyTokyoExtremeRacerZero:Game
GuideandfrommyGeneralRacing/DrivingGuide,both
availableinfullatGameFAQs(http://www.GameFAQs.com/)and
FeatherGuides(http://feathersites.angelcities.com/).
====================================
====================================
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THEINITIALCAR
Afterenjoyingtheopeningmovieofthegame,playersare
forcedtopurchaseacar.Theinitialcarchoiceis
important,asitshouldbeavehiclewithwhichaplayerwill
feelverycomfortableimmediately.Specifically,theplayer
shouldchooseacartypewithwhichsheorheisalready
familiarfromotherdrivinggames.Inmycase,Iamrather
adeptwith4WDvehiclesintheGranTurismoseries,somy
firstcarswere4WDvehicles(TYPECE9AandTYPECP9A6M).
Theinitialcarchoiceinagamelikethisflowsintotwo
schoolsofthought.Sincetheplayerbeginsthegamewitha
givenamountofcash($15,000intheNorthAmericanversion
ofthegame),theplayercaneither:A.)buythemost
expensivecartheplayercanafford,orB.)buyaless
expensivecarandstartmakingupgradestothecar
immediately.Thischoiceisreallybaseduponpersonal
preference.Fortunately,mostClassAcarsavailableatthe
startofthegamecaneasilydefeatthefirst510Rivalsthe
playerencounterswithoutrequiringanyimmediateparts
upgrades,sosinceinitialincomeflowispractically
'guaranteed,'itreallydoesmakesensetostartwiththe
mostexpensiveClassAcarthataplayercanafford(the
TYPECE9A,costing$14,750andmeaningthattheplayerwill
notbeabletobuyanyupgradedparts);thiswillbea
powerfulcarinitially,andtheplayerwillstillattain
moneytomakesomeniceupgradestothevehicle.
Ifaplayerfollowsthesecondschoolofthoughtconcerning
initialcarselection,thefirstpartstheplayershouldbuy
aretires.TheplayershouldALWAYSbuythebestpossible
tiresaffordableatagiventime.Bettertiresmeanmore
traction,whichmeansbothlesswheelspin(resultingin
betteracceleration)andbettercorneringathighspeeds.
Evenifracingahigherpowercar,ifaplayer'carhas
bettertires,theplayercantakeadvantageofcornersto
catchupandpasstheRival.Astheplayerprogresses
throughthegame,ifnewsetsoftiresaremadeavailable(by
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beatingcertainRivals),itisimportanttobuythem
immediately!!!
Oncetheplayerhasboughtacarandmadeanyinitial
upgradesinthePartsShop,theplayershouldgotothe
Settingsscreenandmakeanyadjustmentsnecessary,then
leaveQuestmode(savinggameprogress)andgotoFreeRun.
Here,theplayershouldlearntheinitialcourseinboth
directions,sothattherewillnotbeanysurprisesupon
returntoQuestmodetobeginchallengingotherdrivers.
UsingFreeRun,theplayerwillalsobeabletodiscernif
theSettingsneedtobeadjusted,andtheplayermayalso
begintonoticewhichnewpartstobuynextonceenoughmoney
hasbeenacquiredtodoso.However,FreeRundoesnot
includeANYtrafficonthehighway,soiftheplayerneedsto
makeadjustmentstothecar,itisimportanttoconsiderhow
thechangeswillaffectcarhandlingwhenweavinginandout
oftraffic.
Whenready,theplayershouldthengotoTimeAttackand
completeafewroundsthereoneachcourse.Whiletheplayer
maynotnecessarilybedrivingattopspeedinFreeRun,this
WILLoccurinTimeAttackafterall,thatISthepointof
TimeAttack.Thiswillallowtheplayertosetafewrecords
tostartwith,andwillalsogiveanideaofhowthecar
handlesattopspeed.itisespeciallyimportanttonotehow
tobestusethecarincornering.Iftheplayerwantsto
tunethecar(especiallygearratios,ifapplicable),thisis
perhapsthebestplacetodoit.
NowtheplayerisreadytogobacktoQuestmodeandtakeon
afewRivals!!!InQuestmode,theplayercanreturntothe
Garagewhennecessarytoaddpartsandchangesettings.
Also,periodically(perhapsevery2030minutes),theplayer
shouldsavegameprogress(Systemmenu),justincasethe
electricitygoesout,littlesiblingssquirttheconsolewith
awatergun,etc.
====================================
RIVALS
ThepremiseofTokyoExtremeRacerZeroisrathersimple:The
playermustlocate,challenge,anddefeatallillegalhighway
racersinTokyo.Ofcourse,thisiseasiersaidthandone.
Obviously,thiswillbeeasieratthebeginningofthegame,
andmoredifficultasthegameprogresses.
Rivalsfallintovariouscategories.Thelargestcategoryis
thatofGangMember.Manyillegalhighwayracersarepartof
aracinggang(thinkofthemotorcyclegangRivalryinthe
Akiramangaandanime).GangMemberswillALWAYSaccepta
player'schallenge(byflashingthehighbeamheadlightswhen
directlytailingtheRival).ShouldtheplayerdefeataGang
Member,theplayerwillberewardedwithameageramountof
money,butcertainlynotmuch.However,defeatingallthe
membersofagivengangwillcollectivelyamounttoanice
sumofmoneyoverall.NotethateachGangMemberbearsthe
emblemofthegangonthecar;thisemblemisalsoshown
underneaththeRivalnameinabattle/race.
NextabovetheGangMembersistheGangLeader,whobearsthe
emblemofthegangaswell.OncealltheregularGang
Membersofaganghavebeendefeated,theGangLeaderwill
suddenlyappearbehindtheplayer(flashingthehighbeam
headlightsinthetraditionalchallengesignal)andthe
battlewillshortlycommence.GangLeadersawardmoremoney
thanGangMemberswhendefeated.
ThenextcategoryisthatoftheWanderers.Theseare
essentiallyronin,loneillegalhighwayracerswithnogang
affiliationsorallegiances.MostWanderershavespecific
requirementsthataplayermustfirstmeetbeforetheywill
acceptaplayer'schallengetobattle;thiscanrangefroma
minimumnumberofmilesontheplayer'scartoracingona
particulardaynumber(suchaseveryelevendays)toa
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particulartypeofcar.EachWandererhasherorhisown
emblem.Whendefeated,WandererspaymorethanGangLeaders.
AbovetheWandersaretheBossGangMembers.TheseRivals
suddenlyappearbehindtheplayer(usingtheappropriate
challengesignal)atpredeterminedtimesthroughoutthe
game;thisgenerallycoincideswiththenumberofRivalsthe
playerhasdefeatedoveralltothatpointinthegame.Boss
GangMembersbeartheemblemoftheirgangs,alsopaynicely
whendefeated.
Finally,onceallregularBossGangMembershavebeen
defeated,theBossGangLeaderwillsuddenlyappearbehind
theplayertomakeachallenge.BossGangLeaderspayVERY
handsomelywhendefeated,butarealsooftenextremelytricky
todefeat.
NotethatdefeatingcertainRivalsinthegamewillunlock
newlevelsofpartsinthePartsShop.Also,defeating
certainRivalswillunlockthosevehiclesintheCarShop.
Itispossiblefortheplayertobechallengedbyseveral
Rivalsinarow.AfterdefeatingthelastregularGang
Memberofagang,theGangLeadermayappear.IftheGang
Leaderisdefeatedonthefirstattempt,aBossGangMember
mayappear.IfthatRivalisdefeatedonthefirstattempt,
theBossGangLeadermayappear.Workingswiftlythrough
thisbarrageofRivalswillresultintheplayerreceivinga
MASSIVEamountofmoneyinlittletime:)
Finally,aplayercancheckwhichRivalshavebeendefeated
byselectingtheRivalmenuoptioninQuestMode.Froma
Rival'sinformationscreen,thatRivalcanbechallengedina
directheadtoheadcompetition.
====================================
COURSES
Therearethree'courses'inTokyoExtremeRacerZero.These
arenotthreeseparatecourses;rather,thesecondcourseis
addedontothefirst,andthethirdcourseisaddedontothe
second.
Theinitialcourseisessentiallyacircle,withatricky
alternateroutealongitssouthernedge.Thisinitialcourse
iscomprisedprimarilyoftwistsandturns,andisalmost
exclusivelyinthetunnelsalongitsnorthernedge.Themain
partofthecoursealongthesouthernedgecontainstwo
placesineachdirectionwherebridgepillarsbisectthetwo
lanehighway,sotheplayermustmemorizethelocationof
thesetwopillarsandbereadytotakeevasiveactionsto
avoidthemhowever,forcingaRivalintooneofthesetwo
bridgesupportpillarsisanexcellenttactictopractically
guaranteewinningabattle:)
Theinitialcourse'ssouthernalternaterouterunsthroughan
areaknownasYaesu.Thishastwosections:thelower
easternsectionthroughthetunnels,andthehigherwestern
sectionintheopenairtwistingbetweentheskyscrapers.
Thetunnelsectionisrelativelyhighspeed,whereasthe
openairsectionisVERYtwistyanddifficultforpassing,
whichmakesitagreatplacetomaintainaleadbuta
TERRIBLEplacetotryplayingcatchup.Whenrunning
clockwiseontheinitialcourse,itispossibletobypassthe
tunnelsectionandgainaccesstotheopenairsection;when
runningcounterclockwise,itispossibletoagainbypassthe
tunnelsectionanddropfromtheopenairsectionbacktothe
maincourse.
AftertheplayerhasdefeatedthreemembersoftheThirteen
DevilsGang,thesecondcoursewillbemadeavailable.
However,thisisnotdone'directly'inthegameitself.
DefeatingthethirdoftheThirteenDevilswillforcethe
playertoreturntothegarage;thenexttimetheplayer
returnstothehighways,thesecondcoursewillthenbemade
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available.
Thesecondcourseisessentiallyasouthernadditiontothe
initialcourse.Muchofthesecondcourseisalsotwisty,
butitssouthernmostsectionisprimarilyahighspeed
straightrun.
AftertheplayerhasdefeatedninemembersoftheThirteen
DevilsGang,thethirdcoursewillbemadeavailable.Again,
thisisnotdone'directly'inthegameitself.Defeating
theninthoftheThirteenDevilswillforcetheplayerto
returntothegarage;thenexttimetheplayerreturnstothe
highways,thethirdandfinalcoursewillthenbemade
available.
Thethirdandfinalcourseisessentiallyaneasternaddition
totheothercourses,connectingthesouthwesternpointof
theinitialcoursewiththesouthwesternpointofthesecond
course.Thethirdcourse,isLONG,runningouttoward
Yokohama.Thenorthernandwesternlinesofthethirdcourse
isprimarilycomposedofcurves,whereasthesouthernlineof
thethirdcourseismostlystraightandhighspeed;the
northernandsouthernlinesalternatebetweentunnelsections
andopenairsections,andeachcontainsoneareaoftoll
boothswhichcanbedifficulttonavigateandavoidathigh
speeds(especiallyalongthesouthernline).
BecausemostofthehighwaysectionsinTokyoExtremeRacer
Zerofeaturemanycornersconnectedbyratherbrief
straightaways,theplayershouldprobablyusemediumhighor
highdownforce,strongaccelerationandbraking,thehighest
leveloftirestheplayercanafford,andlowgearratios
(whichprovidesfasteracceleration).However,forthe
straight,highspeedsections,longergearratios(providing
highertopendspeed),thelowestpossibledownforce,strong
acceleration,andthehighestleveloftirestheplayercan
afford.
====================================
BOLO
BeOntheLookOutforthefollowing:
Bridgesupportbarriers:Alongthesouthernmostrunofthe
initialcoursearetwosetsofbridgesupportbarriersin
eachdirectionofthehighway.Obviously,slamminginto
oneofthesebridgesupportbarrierswillcausethe
player'scartobouncebackwardandtoloseifcurrently
involvedinabattlewithaRival.Similarly,ifthe
playeristrailingaRival,itisimportanttogivethe
Rivalsomeroomwhenapproachingthebridgesupport
barriers,justincasetheRivalslamsintoabridge
supportbarrier,toavoidanypotentialRivalbounceback.
Directionalchanges:Ontheinitialcourse,theonlymeans
ofchangingdirectionsonthehighwaysistoreturntothe
garage,thenreturntothehighwaysintheOPPOSITE
direction.Oncethesecondcourseopens,however,there
willalwaysbeatleastonemeansofchangingdirections
onthehighwayswithouttheneedtoreturntothegarage.
Sincethesecondcourseisasouthernadditiontothe
initialcourse,thesouthernmostrunoftheinitialcourse
canbeusedfordirectionalchanges.Thethirdcourseis
awesternadditionontotheprevioustwocourses;there
aretwoplaceswherethenorthernmostrunofthethird
courseisconnectedtothesouthernmostrunofthethird
course.
Flares:Onethesecondcourseopens,therewillbetimes
whenflaresappearonthehighway.Theseindicatethat
therecouldbeastationaryvehicleaheadinthelane
wheretheflaresarelocated.Notethatoften,thereISa
stationaryvehicleahead,butifthevehiclehasalready
beenremoved,theflaresmaystillbeactiveforashort
periodoftime.Therearenoconsequencesfordriving
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overtheflares,buttheplayershouldbereadytotake
quickevasiveactionsincasethereISastationary
vehicleaheadinthatlane.
Highwaylighting:Thedistantlightsalongthehighwayare
ratherblurryandcaneasilytricktheplayerwhenracing
alongattopspeed,especiallyinthelong,straight
sectionsofhighwayoutwest.Itdoeshelpalittleto
lookasfaraheadaspossibleandnotetheupcoming
cornersbythepositioningofthestreetlamps,butthered
taillightsareoftentooblurryuntiltheplayeris
practicallyINanothervehicle'sbackbumper.
Paintedlane'extensions:'Someofthesharpercornerson
thehighwayshavepaintedlane'extensions,'wherethe
highwaybarriergiveswaybuttheextraspaceispainted
inadiagonalstripepatterntotrytokeepvehiclesin
themainlanes.Duringabattle,thiscanbeaprime
placetomakeapassofeitheraRivaloranon
participantvehicle.Also,Rivalsgenerallydonotmake
useofthepaintedlane'extensions,'soknowingwhere
thesearelocatedonthethreecoursescangreatlyhelpin
settingupapass.
Police:Unfortunately,thepolicenevertrulyappearand
chasespeeders.However,oncethesecondcourseopens,
thereareseverallocationswherepolicearemostlikely
to'appear'(byblaringthesirenandflashingthelights;
themonetaryspeedpenaltiesarethensubtractedfromthat
night'searningsthenexttimetheplayerreturnstothe
garage).Interestingly,ifaplayeris'caught'bythe
policeinabattle,replayingthebattleimmediately
afterwardrevealsaredtintedsnapshotoftheplayer's
vehicleatthemomentinwhichtheplayerwascaughtfor
speeding;therefore,the'police'inthisgameare
actuallyjustcameraslinkedwithspeedgunsandplaced
atvariouspointsonthethreecourses.
Rivallocations:Oncethesecondcourseopens,therewill
occasionallybeaRivalsittingstationaryatahighway
onrampnearthebeginningofYaesupointinginacounter
clockwiseposition.Theplayershouldcontinuallycheck
themapforthestationarybluedotatthislocationonce
thesecondcoursehasbeenunlocked.
Tollboothbarriers:Alongthenorthernmostand
southernmostrunsofthethirdcoursearetollbooths.
Theseappearinareaswherethehighwaysuddenlywidens;
astheplayerapproaches,thelightsonthetollbooth
barriersflashfasterandfasterto'remind'theplayerto
stopandpaythetoll.Obviously,slammingintooneof
thesetollboothbarrierswillcausetheplayer'scarto
bouncebackwardandtoloseifcurrentlyinvolvedina
battlewithaRival.Similarly,iftheplayeristrailing
aRival,itisimportanttogivetheRivalsomeroomwhen
approachingthetollbooths,justincasetheRivalslams
intoatollboothbarrier,toavoidanypotentialRival
bounceback.
Transparentyellowarrows:Atvariouspointsalongthe
highways,therearetransparentyellowarrowspointing
theplayereithertowardorawayfromagivenhighwayexit
ramporconnection.Whileothernonplayer/nonRival
vehiclescaneasilypassthroughthesetransparentyellow
arrows,theplayerwillsuddenlybeforcedtothegarage
uponpassingthroughthesetransparentyellowarrows.The
exceptionisthatiftheplayerpassesthroughthese
transparentyellowarrowsduringabattle,thebattlewill
automaticallyendinaDrawandtheplayer'svehiclewill
beautomaticallyplacedbackuponthehighwaynearthe
pointatwhichtheplayerhadoriginallyexitedthe
highway.ShouldaplayerbeabletoforceaRivalthrough
thesetransparentyellowarrows,thebattlewillalsoend
inaDraw.
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Vehiclesswitchinglanes:Inmostcases,anonparticipant
vehiclewillswitchlanesinordertopassaslower
vehicleinfrontofit.Makenoteoftheselaneswitches
andbepreparedtomakeahighspeedmaneuverbetweenthe
laneswitchingvehicleandtheslowervehicle.
Vehicleswithyellowflashinglights:Thesevehicles
generallyindicatethatalargervehicleahead(generally
asemitruck)ismovingslowlyand/orisoversized.These
vehiclestrailtheslower/oversizedvehiclesbyagood
distance,sotheplayershouldhaveplentyoftimeand
roomtoswitchtoanotherlaneandstaythereuntilthe
slow/oversizedvehiclehasbeensafelypassed.
====================================
GENERALTIPS
First,mostCPUcontrolledRivalshavetroublecornering.
Therefore,itisgenerallyagoodideatotuneacarfor
quickaccelerationandtohavethebestpossibletires.This
alsomeansthatacartunedinthismannerwilldofairly
wellontheinitialcourse,butunlesstheplayerhasacar
withaMASSIVEhorsepoweroutputverypoorlyonlong,
straightstretchesofhighway.Totheextentpossible,
strategicallypickthestartingpointforeachbattle,even
ifitmeanstailingaRivalforseveralkilometersuntilthe
playerreachesasectionwithmanycorners(suchasthe
northerntunnelsoftheinitialcourse).Ifnecessary,the
playercanreturntogarage,thenreenterthecompetitionin
orjustbeforeanareawithalotofcurves.
Inabattle,thecarintheleaddictatesthedirectionof
thebattle;iftheplayeristrailingandtakesadifferent
routethantheleaderataforkinthehighway,thebattle
endsinaninstantdraw.VeryrarelyhasaCPUcontrolled
RivaltakenadifferentroutethanItookwhenIwasinthe
lead,sothiscanbeusedtotheplayer'sadvantagewhenin
thelead.Bestofall,ifoneoftheforksleadstoanarea
ofthecoursewhichtheplayerpersonallyprefersdueto
betterperformanceANDtheplayerisinthelead,heorshe
shoulddefinitelytakeit!!!However,iftheplayeris
trailingtheRivalbysuchadistancethattheplayercannot
seetheRival,theplayershouldNOTgointoYaesu;onlyon
extremelyRAREoccasionswillRivalsgointoYaesuifthey
areintheleadinabattle.
RivalsDOoccasionallymakemistakes:rammingothervehicles,
overcorrecting,hittingtollboothbarriers,etc.theplayer
mustbeconstantlyaware,andbereadytotakeadvantageof
suchsituationsiftrailingtheRival.Especiallyifthe
playerisapproachingthetollbooths,theplayershouldNOT
tailtheRivaltoocloselyortrytogiveaswideaberth
aspossibleincasetheRivalsuddenlyramsatollbooth
barrierandbouncesbackward;thesameappliesforthe
concretelanebarriersunderneaththebridgesintheinitial
course.
Theplayershouldnotbeafraidtouse'dirtytactics'
(blocking,sideswipinganopponentintoabarrierortheback
ofanothervehicle)towin.Inmanycases,theRivalswill
usedirtytacticstostayaheadoftheplayer.In
progressingthroughthegame,theplayerwillNEEDtouse
dirtytacticstogainand/orretainthelead.
TokyoExtremeRacerZeroisveryrichlydoneintermsofthe
visuals.Itisquiteeasytogetlostintherealismofthe
game,fromthetraffictotheairplanestakingoffand
landingoverhead.However,THEPLAYERMUSTNOTTAKETHEEYES
OFFTHEROAD,ESPECIALLYINABATTLE!!!!!
Thewesternhighwaysaregenerallyconducivetohighspeed
runs,duetolongstraightaways,multipleandwiderlanes
(especiallyinthetunnels),andgenerallythinnertraffic.
However,attheextremelyhightopendspeedswhichare
usuallyachievedinthisarea,evenalightbrushingwitha
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barrieroranothervehiclecanreducetheplayer'sspeedjust
enoughfortolosetheleadand/orloseallchanceof
catchingtheopponent.
ThereAREcopsinthisgame,locatedineightdifferentareas
ofthehighwaycircuit(onceallhighwaysareopened).Never
didIactuallyseethepolicecar;Ionlyheardthesirensas
Ispedbyahighwayonramp(wherethepolicewereprobably
hiding).Aplayerwillnotactuallygetpulledover;
instead,whentheplayerreturnstogaragetoendthenight,
sheorheispresentedwiththe'OverSpeedPenalty!!'
screen,whichliststheinfractionsandfinesincurredinthe
session,andtheappropriateamountisthendeductedfromthe
totalremainingmoney.Whatreallyhappens(whichis
revealedshouldtheplayerreplayabattleinwhichsheor
herwas'caught'bythepolice)isthattherearecameras
linkedwithspeedgunsandplacedatvariouslocationsalong
thethreecourses.(Thisissoimpersonal,andIwasREALLY
hopingtobearrestedbyMiyukiandNatsumi!!!!!)
Whenbuying(upgradedlevelsof)parts,itisagoodideato
alwaysimmediatelygobacktotheSettingssectionofthe
QuestModemenu,asnewtuningoptionsmaybeavailable.For
example,mostvehiclescannothandleTurbointheir
stock/nontunedconfigurations,butTurbomaybecome
availablefortuningoncetheplayeracquiresahighlevel
engine.
Periodically(perhapsevery2030minutes),theplayershould
savegameprogress(Systemmenu),justincasethe
electricitygoesout,littlesiblingssquirttheconsolewith
awatergun,etc.Also,inreturningtothegarage,the
playershouldlooktothetopofthereportscreentoseeif
newpartsornewlevelsofpartshavebeenunlocked(by
beatingspecificRivals)and,ifso,seriouslyconsider
acquiringsomeupgradesbeforereturningtothehighways.
====================================
MYCARS
ThesearethecarsandsettingsIhaveusedinthegame.
Myfirstcar:TYPECE9A(ClassA,4WD,2714lbs,490HP,
1997cc)*
InitialCost:$14,750
Steer:+11
Acceleration:+12
Braking:+11
BrakeBalance:+7(biasedtotherear)
RideHeight:15frontANDrear(lowestpossiblesetting)
GearRatio:Default,exceptFinalsetto2.78
SpringRate:8frontandrear
Damper:+4frontANDrear
TurboBoost:1.40(fairlyhigh)
Mysecondcar(ClassA,acquiredafteropeningthelong
westernsectionsofhighway):TYPECP9A6M(4WD,
2797lbs,561HP,1997cc)*
InitialCost:$28,480
Steer:+11
Acceleration:+12
Braking:+12
BrakeBalance:+8(biasedtotherear)
RideHeight:15frontANDrear(lowestpossiblesetting)
GearRatio:Default
SpringRate:+5front,+6rear
Damper:7frontANDrear
TurboBoost:1.39(fairlyhigh)
Mythirdcar(ClassA,acquiredspecificallytobeatSpeed
King):TYPERPT7(MR,2764lbs,446HP,3560cc)**
InitialCost:$
Steer:+7
Acceleration:+12
Braking:+14
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BrakeBalance:+8(biasedtotherear)
RideHeight:N/A
GearRatio:
1st:3.71
2nd:2.61
3rd:1.93
4th:1.58
5th:1.28
6th:0.96
Final:3.03
SpringRate:N/A
Damper:N/A
TurboBoost:N/A
Mycurrentcar(ClassA,theSpeedKingcar):TYPER34RKK
(4WD,3230lbs,788HP,2876cc)*
InitialCost:$525,500
Steer:+7
Acceleration:+12
Braking:+13
BrakeBalance:+7(biasedtotherear)
RideHeight:15frontANDrear(lowestpossiblesetting)
GearRatio:
1st:4.96
2nd:3.29
3rd:2.28
4th:1.87
5th:1.45
6th:1.06
Final:2.71
SpringRate:+10front,+11rear
Damper:12frontANDrear
TurboBoost:1.31(fairlyhigh)
*Weight,horsepower,andccbasedonhighestpossible
levelsofavailableparts(exceptmufflers,wherehighest
possiblehorsepowermufflerwasselected).
**Weight,horsepower,andccbasedonthefollowingparts:
EngineLevel5;MufflerandAirCleanerLevel6;
TransmissionLevel3;ClutchandDifferentialLevel4;and
Tires,Brakes,andWheelsLevel8.Also,afterseveral
daysoffrustrationtryingtobeatSpeedKingwitha
numberofothercars,IwassuccessfulbeatingSpeedKing
thefirsttimeItriedwiththiscar.
====================================
====================================
====================================
INPUTFROMOTHERS
ConcerningWanderers,IhavereceivedALOTofemailsfrom
manyplayers.ThefollowingcomesfromJ.D.
(selsduk@aol.com),andiseditedonlyforformattingpurposes
andminorlanguage:
From:SeLsDuk@aol.com
Date:Tue,3Jul200106:31:04EDT
Subject:ABOUTtheWANDeRERS
To:FEATHER7@ix.netcom.com
YeahI'vebeenhavingaBIG<<<deletedforlanguage>>>
PROBwiththat.I'vebeentryingalotofthingsbut
sometimesit'llworkandsometimesitwont.Herearemy
suggestions:
1)RaceaWANDERERwithaSTOCKCAR.Sometimes,they'll
raceyouandkeeponyourpace.
2)GoinfrontoftheWANDERERtoseeiftheyHIGHBEAM.
Iftheydon'tsometimesitmeansthattheydon'twanna
raceyouifyouhighbeamthem.
3)TrialandError.Thisiswhatmeandprobablyanyone
elsewhohasbeenplayingTOKYORACER2(DC)orTOKYO
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RACER0(PS2).IracedacoupleofKANJOINNERWANDERERS
withmyPORSCHE930TURBOACLASSCAR2951HPseeingthat
theydontwannaracemyCCLASS164HPcar.Itsweird.
IcandefinitelyconfirmJ.D.'ssecondpoint,andhisthird
pointiswhatmostplayersprobablytrybydefault...which
makesthemfrustrated,andthentheyemailme!!!Asforthe
firstpointconcerningastockcar,howfastcantheplayer
accumulateALOTofmoneyforstockcarandparts???
ForspecificinformationontheWanderers,see'Wanderer's
Requirement(s)FAQ'translatedandwrittenbyHIKARU2001,
Wataru,andReikoonGameFAQs(andprobablyalsoposted
elsewhere).
Also,someadviceconcerningthepressuresensitivePS2
DualShock2controller:
From:'ScottEdwards'<sje75@hotmail.com>
To:FEATHER7@IX.NETCOM.COM
Subject:YourtokyoextremeracerFAQ
Date:Thu,05Jul200123:49:29
BecausetheXbuttononthePS2controllerispressure
sensitive,youcanfindyourselflosingalotofyour
accelerationandspeedbecauseyoucan'tholdthebutton
downthathardconstantly.Oneoptiontofixthisisto
gointothesettingsinthegarageandchangethe
sensitivityoftheaccerlation.Alternatively,ifyou
justuseaPS1controllerwithoutanalogfunctions,you
caneffectivelyholditdownALLTHEWAYallthetime.
Withappropriatemodifications,Scott'stipmayalsobe
applicabletoothergames.Ofcourse,theplayermayalso
wishtomakeuseoftheservicesofChet(theslightlyinsane
gamingcoach)fromthe2001BlockbusterVideoadvertising
campaign,andspecificallyworkonincreasingthumbstrength
andendurance.
Hereissomeinformationona'childsafetyfeature:'
From:'KyleMorse'<emailwithheld>
To:feather7@ix.netcom.com
Subject:TXRZChildSafetyFeature
Date:Fri,10Aug200100:59:340400
TokyoExtremeRacer:Zerohasachildsafetyfeature.You
knowthatlittlesibling,theonethatwatchesyouplay.
WellI'msureyoudon'twanthim/hertoplaywhileyou're
temporarilygone.Youknowtheirgoingtoplayanyway
soihavefoundthatifyoupausethegameinQuestmode,
thenpressSELECT,SQUARE,TRIAGLE,ANDCIRCLEatthesame
time.Thiscausesthegametolockandthegameisunable
totobemessedwiththruthecontroller.Whenyoucome
backtounlockthegamepressandholdSELECT,THENPRESS
SQUARE,TRIANGLE,ANDCIRCLE.Rememberdon'tletthe
rugratsmessupthegigman!
Also,concerninghowmufflerchoiceaffectshorsepowerand
torque,JeremyJoneshasmadearatherinteresting
observation:
Date:Thu,30Aug200121:41:110700(PDT)
From:JeremyJones<picassoman_13@yahoo.com>
Subject:AboutyourFAQ
To:FEATHER7@IX.NETCOM.COM
WhenIfirstupgradedthecar,Ithoughtitwasodd
howthehorsepowergoesdownwithcertainhigher
mufflers.ButIthennoticedanotherthing,the
numberofengineupgradecorrespondstothenumberof
themuffler.Forexample:SayIhavealevel4
engine,well,thebestbetwouldbetogowiththe
level4muffler,notonlyisthehorsepowerthe
highestthere,butsoisthetorque.AndifIhada
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level2engine,I'dgetalevel2muffler.Ifyougo
overthenumberofyourengineupgrade,youwill(in
mostcases)losehorsepowerandtorque.Understand?
Ithoughtthatwasinterestingthattheychosetogo
thatway.
====================================
====================================
====================================
DRIVETRAINS
Therearefourcommondrivetrainsforcars,plusthe'RR'
drivetrain:
4WD:Allfourwheelsaredrivewheels.Inmanyformsof
autoracing,4WDvehiclesarebannedduetothe
inherentadvantageofusingallfourwheelsas
drivewheels(duetotheaddedtractionadvantage).
FF:TheengineANDthedrivewheelsareatthefrontofthe
car.FFvehiclesarefairlyeasytodrive,butdo
notgenerallyhandlehighhorsepoweroutputsvery
well.Thistypeofvehicletendstoundersteer.
FR:Theengineisinthefrontofthevehicle,buttherear
wheelsarethedrivewheels.Thistypeofcarhasa
greattendencyforoversteering,andthrottle
managementisVERYimportantwhenexitingcornersto
trytopreventtheoversteercondition.NASCARuses
FRvehicles.
MR:Theengineislocatedbetweentheaxles(usuallyjust
behindthedriver),andtherearwheelsarethedrive
wheels.Thistypeofcarcanbeabittrickyto
drive.TypicalMRcarsarethoseusedinF1,CART,
andIRL.Inopenwheelcars(suchasthoseinthe
aforementionedracingseries),thereisextremely
littlematerialtoabsorbtheshockofafrontend
collisioninanaccident,thusprovidingfairly
littleprotectionforthedriver(especiallythe
driver'slegs);itistrulyamazingthatthereare
notmoredriverinjuriesinopenwheelcarswith
MRdrivetrainsduetothis'nonprotection'issue.
RR:Boththeengineandthedrivewheelsareintherearof
thecar.Thesecarsarefairlyrare.
====================================
BRAKING
Thefirststepindrivingfastisknowingwhen,where,and
howmuchtoslowdown(braking).Insomegames,abrake
controllercanbeacquiredorpurchased,allowingtheplayer
tocustomizethebrakestrengthbyaxleorbyadjustingthe
biasofthebrakestowardthefrontortherearofthecar.
Theuseofabrakecontrollerwillaffectthebrakingzone,
aswillotherfactors.Specifically,thecar'sspeedon
approachingacorner,theamountoffuelinthecarata
givenmoment,thedrivetrainofthecar,theweightofthe
car,andeventhecar'scenterofgravitycanallaffectthe
brakingzone.Similarly,thedrivingconditionssunny,
overcast,damp,wet,icy,snowyetc.willaffectthe
brakingzoneforeachcorner(aswellasthecar'sabilityto
attainhighspeeds).
Exceptforpurelyarcadestylegames,thebrakingzonewill
differsomewhatforeachcardependinguponitsstrengthsand
weaknesses.ItcertainlyhelpsfortheplayertotryaFree
RunoraTimeTrial(ifthesemodesexistinagivengame)to
learnthecircuit(s)includingthebrakingzones.
Whenlookingforbrakingzones,trytofindaparticular
stationaryobjectneartheentryofeachcorner;ithelps
tremendouslyifthisobjectisfarenoughawayfromthe
circuitthatitwillnotbeknockedoverduringarace.To
begin,tryusingthebrakeswhenthefrontofthecaris
parallelwiththechosenstationaryobject.Ifthisdoesnot
slowthecarenoughbeforecornerentryorifthecarslows
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toomuchbeforereachingthecorner,pickanotherstationary
objectonthefollowinglapandtryagain.
Wheneverchangesaremadetothecarwhethertothebrake
controllerortootheraspectsoftuningand/orpartsit
wouldbeagoodideatogobackintoFreeRunmodeandcheck
thatthebrakingzonesstillhold;ifnot,adjustas
necessaryusingthemethodintheparagraphabove.
Forthoseraceswhichincludefuelloads,thecarwillbecome
progressivelylighterduringarace.Thelesserweightcan
oftenmeanaslightlyshorterbrakingzone;however,iftire
wearisexcessive(especiallyiftherehavebeennumerous
offcourseexcursions),thatmightdictatealongerbraking
zone.
Carswithahigherhorsepoweroutputwillinherentlyattain
fasterspeeds,andwillthereforerequirealongerbraking
zonethancarswithalowerhorsepoweroutput.Trya
VolkswagonNewBeetle,aMiniCooper,aDodgeViper,aPanoz
EsperanteGT1,aCorvetteC5R,andanF2002(allin
stock/baseconfiguration)alongthesameareaofacircuit
andnotehowtheirbrakingzonesdiffer.
Afinalnoteonbraking:Totheextentpossible,ALWAYSbrake
inastraightline.Ifbrakingonlyoccurswhencornering,
thecarwilllikelybecarryingtoomuchspeedforthe
corner,resultinginthecarsliding,spinning,and/or
flipping.(Somegamespurposelydonotpermitthecarto
flip,butaslideorspincanstillmeanthedifference
betweenwinningandendingupinlastpositionattheendof
arace.)
Ifnothingelse,playersshouldstrivetobecomeofthe
'breakers'theypossiblycan.Thiswillessentiallyforcea
playertobecomeabetterracer/driveringeneraloncethe
playerhasovercometheurgetoconstantlyrunattopspeed
atalltimeswithnoregardfordamagestoselforothers.
Also,slowingthecarappropriatelywillmakeotheraspects
ofracing/drivingeasier,especiallyinJturns,hairpin
corners,andchicanes.
====================================
CORNERING
Ideally,thebestwaytoapproachacornerisfromthe
outsideoftheturn,brakingwellbeforeenteringthecorner.
Attheapex(themidpointofthecorner),thecarshouldbe
rightupagainsttheedgeofthepavement.Oncornerexit,
thecardriftsbacktotheoutsideofthepavementandspeeds
offdownthestraightaway.So,forarighthandturnof
aboutninetydegrees,enterthecornerfromtheleft,cometo
therighttohittheapex,anddriftbacktothelefton
cornerexit.SeetheDiagramssectionattheendofthis
guideforasamplestandardcorner.
Forcornersthatarelessthanninetydegrees,itmaybe
possibletojustbarelytapthebrakesifatallandbe
abletoclearsuchcornerssuccessfully.However,thesame
principlesofcorneringapply:approachfromtheoutsideof
theturn,hittheapex,anddriftbackoutsideoncorner
exit.
Forcornersmorethanninetydegreesbutwelllessthan180
degrees,brakingwillcertainlyberequired.However,for
these'Jturns,'theapexofthecornerisnotthemidpoint,
butapointapproximatelytwothirdsofthewayaroundthe
corner.Jturnsrequiregreatfamiliaritytoknowwhento
begindivingtowardtheinsideofthecornerandwhento
powertotheoutsideoncornerexit.SeetheDiagrams
sectionattheendofthisguideforasampleJturn.
Hairpincornersareturnsofapproximately180degrees.
Brakingiscertainlyrequiredbeforecornerentry,andthe
corneringprocessisthesameasforstandardcorners:
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Approachfromtheoutside,driftinsidetohittheapex
(locatedathalfwayaroundthecorner,orafterturning
ninetydegrees),anddriftingbacktotheoutsideoncorner
exit.SeetheDiagramssectionattheendofthisguidefor
asamplehairpincorner.
Iftherearetwocornersofapproximatelyninetydegreeseach
ANDbothcornersturninthesamedirectionANDthereisonly
aVERYbriefstraightawaybetweenthetwocorners,theymay
beabletobetreatedlikeanextendedhairpincorner.
Sometimes,however,these'Uturns'haveastraightaway
betweenthecornersthatislongenoughtoprohibita
hairpinliketreatment;inthiscase,driftingtotheoutside
onexitingthefirstofthetwocornerswillautomatically
setuptheapproachtothenextturn.SeetheDiagrams
sectionattheendofthisguideforasampleUturn.
FIA(thegoverningbodyofF1racing,WorldRally
Championship,andotherformsofinternationalmotorsport)
seemstolovechicanes.Onecommontypeofchicaneis
essentiallya'quickflick,'wherethecircuitquicklyedges
offinonedirectionthenrealignsitselfinapathparallel
totheoriginalstretchofpavement,asintheexamplesin
theDiagramssectionattheendofthisguide.Here,the
objectistoapproachthefirstcornerfromtheoutside,hit
BOTHapexes,anddrifttotheoutsideofthesecondturn.
FIAalsoseemstolikethe'BusStop'chicane,whichis
essentiallyjustapairofquickflicks,withthesecond
formingthemirrorimageofthefirst,asshowninthe
Diagramssectionattheendofthisguide.Perhapsthemost
famousBusStopchicaneisthechicane(whichisactually
calledthe'BusStopChicane')atPitEntryatSpa
Francorchamps,thehomeoftheannualGrandPrixofBelgium
(F1racing)andthehostofThe24HoursofSpa(for
enduranceracing).
Virtuallyeveryothertypeofcornerorcornercombination
encounteredinracing(primarilyinroadracing)combines
elementsofthecornerspresentedabove.Thesecomplex
cornersandchicanescanbechallenging,suchastheAscari
chicaneatMonza.SeetheDiagramssectionforanideaof
theformationofAscari.
However,inillegalstreet/highwayracing,thepositioningof
trafficcan'create'thevariouscornersandcorner
combinationsmentionedhere.Forexample,weavinginandout
oftrafficcreatesavirtualbusstopchicane(seethe
Diagramssectionattheendofthisguide).Slowingmaybe
necessaryitoftenisdependingonthedistancebetween
thevehicles.SeetheSampleCircuitUsingSomeoftheAbove
CornerTypesCombinesintheDiagramssectionattheendof
thisguide;notethatthisisadiagramforaverytechnical
circuit.
Atsomeracevenues,'artificialchicanes'maybecreatedby
placingconesand/or(concrete)barriersinthemiddleofa
straightaway.Onesuchgamewhichusedthistypeofchicane
istheoriginalFormula1byPsygnosis,anF1based
PlayStationgamefrom1995,whichusedthisatCircuit
GillesVilleneuvealongCasinoStraight(shortlyafter
passingthefinalgrandstandsattheexitofCasinoHairpin).
Onethingwhichcanchangetheapproachtocorneringisthe
availablevision.Blindandsemiblindcornersrequire
ABSOLUTEknowledgeofsuchcorners.Hereiswheregamers
haveanadvantageoverrealworlddrivers:Gamerscan
(usually)changetheirviewpoint(cameraposition),whichcan
sometimesprovideawider,clearerviewofthecircuit,which
canbeespeciallyimportantwhenapproachingsemiblind
corners;realworlddriversareobviouslyinhibitedbythe
designoftheircarsandracinghelmets.Greatexamplesof
realworldblindandsemiblindcornerswouldbeMulsanne
HumpatLeMans,Turns14and15atAlbertPark,andeachof
thefirstthreecornersatA1Ring.
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Alsoimportanttocorneringespeciallywithlong,extended
cornersisthecorner'sradius.Mostcornersusean
identicalradiusthroughouttheirlength.However,someare
increasingradiuscornersordecreasingradiuscorners.
Thesecornersmayrequireshiftingtheapexpointofa
corner,andalmostalwaysresultinachangeofspeed.
Decreasingradiuscornersareperhapsthetrickiest,because
theangleofthecornerbecomessharper,thusgenerally
requiringmorebrakingaswellasmoreturningofthe
steeringwheel.Increasingradiuscornersarecornersfor
whichtheanglebecomesmoreandmoregentleasthecorner
progresses;thismeansthatdriverswillgenerallyaccelerate
more,harder,orfaster,butsuchanextraburstofspeedcan
backfireandrequiremorebraking.SeetheDiagramssection
attheendofthisguideforsampleimagesofadecreasing
radiuscornerandanincreasingradiuscorner.
Fortraditionalroadracingcircuits,increasingradiusand
decreasingradiuscornersmaynotbetoomuchofaproblem;
afterseverallapsaroundoneofthesecircuits,adriver
willknowwherethebrakingandaccelerationpointsareas
wellastheshiftedapexpoint(shouldashiftberequired).
However,forstagebasedrallyracing,wheretheroadsare
virtuallyunknownandthedriverknowswhatisaheadonly
becauseofthenavigator'sinstructions(whichbasedupon
notesmayormaynotbeabsolutelycorrect),theunknown
cancausedriverstobrakemoreoftenand/ormoreheavily.
Forrallybasedgames,suchastheNeedforSpeed:VRally
series(PlayStation/PSOne)orforWorldRallyChampionship
(PlayStation2),thereisoftenspecializedvocabularyused:
'tightens'generallydesignatesthatacornerhasa
decreasingradius,whereas'widens'or'opens'indicatesthat
acornerhasanincreasingradius.Thisneedfor'extra'
brakingisalsotemperedbythefactthatinmuchofrally
racing,cornersareeitherblindorsemiblind,duetotrees,
buildings,cliffs,embankments,andotherobstaclestoclear
visionallthewayaroundacorner.
Oneparticularlyinterestingaspectofcorneringisonewhich
Ihonestlydonotknowifitworksinreality(Iamnota
realworldracer,althoughIwouldcertainlyLOVEthechance
toattendaracingschool!!!),butwhichworksinnumerous
racing/drivinggamesIhaveplayedovertheyears.This
aspectistousetheacceleratortohelpwithquicklyand
safelynavigatingsharpcorners.ThisworksbyfirstBRAKING
ASUSUALINADVANCEOFTHECORNER,thenonceinthecorner
itselfrapidlypumpingthebrakesforthedurationofthe
corner(oratleastuntilwellpasttheapexofthecorner).
Theactionofrapidlypumpingtheacceleratorappearsto
causethedrivewheelstocatchthepavementjustenoughto
helpstoporslowaslidingcar,causingthenondrivewheels
tocontinueslippingandtheentirecartoturnjustalittle
faster.Usingthisrapidpumpingtechniquewiththe
acceleratordoestakealittlepracticeinitially,andseems
toworkbestwithFRcars;however,onceperfected,this
techniquecanpaydividends,especiallywithREALLYsharp
hairpincorners,suchasatSebringInternationalRaceway.
====================================
TUNING
Manyracinggames(primarilyarcadeheavygamessuchasCART
Fury,orarcadefavoritessuchasPolePositionandPole
PositionII,andOutrunandTurboOutrun)canbeplayedwith
absolutelynoconcernsaboutcarsetups;otherracinggames
(suchasLeMans24HoursorSportsCarGT)havesofewset
upoptionsthatchanginganythingreallydoesnothavemuch
effect,especiallyatlowerlevelsofdifficulty.However,
gamessuchasF12002andGranTurismo3presentanumberof
setupoptions,andthenovicecaneasilybecomelostin
tryingtodiscernhowtochangethesetupoptionstoinduce
orcorrectcertainhandlingcharacteristicsofagivencar.
WhileIamcertainlyNOTacarexpert(inarealcar,Ican
justbarelyfindtheacceleratorandtheradiobuttons),I
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canpresentsomeofthebasicsofvariouspartstohelp
tuningnovices.
Notethatoften,whenonepart'ssettinghasbeenchanged,at
leastoneotherpart'ssettingwillalsoneedtobechanged
tomaintainsomesemblanceofhandling.Forexample,ifthe
gearboxischangedtouselonggearratios,theaerodynamics
settingswilllikelyneedtobeloweredtomakeuseofthe
longgearratios(otherwise,thecarwillhavedifficulty
climbingintoitshighestgearattheappropriatespeed).
Foranotherexample,ifthetirepressureisincreased,the
carwilllikelyrequiresofttirestohelptokeepthecaron
thepavementwhencornering(especiallyathighspeeds).
Aerodynamics(Wings)Thewingsareimportantfordownforce,
theuseofairflowoverthefrontand
rearofthecartokeepcarsfrom
takingofflikeanairplaneanddoing
abackflipliketheMazdaatLeMans.
Alowdownforce/wingsettingcan
producefasterspeedsbutdecreases
corneringability,whileahigh
settingwillhelptremendouslywith
corneringatthesacrificeof
straightlinespeed.
Brakes
BrakeBiasBrakebiascontrolsthepercentageof
brakingpowergoingtowardthefront
andrearofthecar.Asettingof50
willprovideequalbrakingpowerto
thefrontandrearofthevehicle.A
settinglowerthan50will
progressivelyfavorthefrontofthe
carinbrakingability;asetting
higherthan50willprogressively
favortherearofthecarinbraking
ability.Ingeneral,brakebias
shouldbekeptwithintherangeof
4060.
BrakeControllerUnlikebrakebias,thebrake
controllerwillallowforthe
customizationofbrakestrengthby
axle.Ifabrakecontrolleris
available,thenbrakebiasandbrake
strengtharenotneeded.
BrakeStrengthIndependentofbrakebias,brake
strengthcontrolstheresponseofthe
brakesrelativetotheamountof
pressureappliedtothebrakebutton.
Alowsettingproduceslittle(slow)
response,whileahighsetting
producesgreat(fast)response.
Therefore,assumingthatequal
pressureisalwaysappliedtothe
brakebutton,alowsettingrequires
thatbrakingbeginearlierthanthe
samecarandcornerusingahigh
settingintheexactsameracing
conditions.
GearboxSomegamesallowplayerstocustomize
gearsettings,ortheyprovidethree
presetgearratios:short,medium,and
long.Ashortgearratioprovides
impressiveaccelerationwhile
sacrificingtopendspeed.Along
gearratioprovidesexcellenttopend
speed(especiallyinastraightline),
butfarsloweracceleration.Amedium
gearratioprovidesthebestofboth
extremes.
Notethatforracinggameswitha
standingstart,ashortgearratio
willallowacartogetofftheline
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veryquickly,allowingfortheplayer
toimmediatelygainoneormorerace
positions.Conversely,ahighgear
ratiowillalmostcertainlycausethe
playertoloseoneormorepositions
atthestartofaraceduetotheslow
accelerationinherenttolonggear
ratios.
Suspension
RideHeightLikeaerodynamics,rideheightcan
helporhinderacar'sperformance
throughairflow.Alowrideheight
settingallowslessairunderneaththe
vehicle,resultinginlessaerodynamic
frictiontoslowthecar.Conversely,
ahighrideheightsettingallowsmore
airtopassunderneaththecar,thus
increasingairfrictionandslowing
thecar(whichassistsincornering).
However,carperformanceisNOTthe
onlyconsiderationwhensettingride
height.Ifrideheightissettoo
low,thecarmaybottomout,
especiallyatthetoporbottomof
hillsorwhenrollingoverrumble
strips.Forshortraces(48laps),
bottomingoutmaynotbeasignificant
concern.However,inlongerraces
(especiallyat32+laps),bottoming
outthecarcouldcausemechanical
problems.
BumpStopThebumpstopindicatesthepointat
whichthesuspensionwillstopits
verticaltravelasthecarspeeds
aroundthecircuit.Rumblestrips,
debris,andgenerallybumpysections
ofpavementwillinherentlycausethe
car'ssuspensiontomoveasthe
vehiclepassesacrossnoneven
surfacesandobstructions.
Ifbumpstopsettingsare
identical,thecarwillhaveno
verticalmovement
ofthesuspension,meaningthatany
requiredverticalmovementfor
differentsurfaceswillcausethe
entirecartoriseasthetirespass
overtheobstruction(s).
SpringRateAhighspringratesettingwillmake
thespringsstiffer,assistingin
cornering;however,ifsettoohigh,
thecarislikelytojumpwhenrunning
overrumblestrips.Alowersetting
willkeepthecarfromjumping,but
thevehiclewillhavetroublewhen
cornering.
AntirollBarTheantirollbarcanbestiffenedto
keepthecarfromflipping,butthis
willmakecorneringmoredifficult.
Thesettingcanbeloweredto
accommodatecorneringability,but
thecarwillthenbeeasiertoflip
inanaccident.
Tires
TypeSeetheTiressectionabovefor
specificinformationonthetypesand
compoundsoftiresoftenseenin
racing/drivinggames.
PressureHightirepressuresresultinmore
roundedtires,meaningthatlesstire
surfacewillactuallybetouchingthe
pavement,thusinherentlyreducingthe
amountofavailablepavementgrip
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GameFAQs:TokyoXtremeRacerZero(PS2)GettingStartedGuidebyWolfFeather

(regardlessofthetypeorcompoundof
tireused)andproducingaslightly
fastercarduetolessfriction.Low
tirepressurescreate'flattened'
tires,puttingmorerubberonthe
pavementandcreatingfarmore
frictiontoslowthecarandassistin
cornering.
====================================
====================================
====================================
DIAGRAMS
Thissectioncontainsthediagramsreferredtoearlierinthe
guide.
AscariChicane(atMonza):
*
*
*
*
*
***
*
*****************
BusStopChicane(VariantIWideChicane):
**************************************
**
*********
BusStopChicane(VariantIINarrowChicane):
**************************************
***********
DecreasingradiusCorner:
>*******************
*
*
*
*
*
*
<*************************
HairpinCorner:
>*****************
*
<*****************
IncreasingradiusCorner:
>**********************
*
*
*
*
*
<*******************
Jturn
*******************
*
*
*
*
Quickflicks(VariantIWideChicane):
*************
*
*************
Quickflicks(VariantIINarrowChicane):
*************
**************
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SampleCircuitUsingSomeoftheAboveCornerTypesCombined:
******|***********
*|>***
*******
*****
*****
*************
******
**************
********
*******
StandardCorner:
*******************
*
*
*
*
*
*
*
*
Uturn:
>*****************
*
*
*
<*****************
VirtualBusStopChicane:
+++++++++++++++++++++++++++++++++++++++++++++++++++++
Car#1>>>>>>Car#3
PlayerPath:>>>>>>>Car#2>>>>>>>
+++++++++++++++++++++++++++++++++++++++++++++++++++++
====================================
====================================
====================================
CONTACT
Forrants,raves,etc.,contactmeatFEATHER7@IX.NETCOM.COM;
also,ifyouhaveenjoyedthisguideandfeelthatithas
beenhelpfultoyou,Iwouldcertainlyappreciateasmall
donationviaPayPal(http://www.paypal.com/)usingtheabove
emailaddress.
Tofindthelatestversionofthisandallmyother
PSX/PS2/DC/Macgameguides,visitFeatherGuidesat
http://feathersites.angelcities.com/
====================================
TokyoXtremeRacerZero:GettingStartedGuidebyWolf Feather
Version:Final|Updated:20030119|Original File

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