Tuesday, 30 June 2015

Trial Mountain

(UPDATED: September 14, 2011)

Trial Mountain has long been formidable and challenging in Gran Turismo. This unrelenting race track has long been a fixture of Gran Turismo since the very first game. What makes Trial Mountain so difficult? Well, there are number of reasons. You see, Trial Mountain has elements that combine a temporary street course and an imposing rally course. It has high natural rock walls, vast elevation changes, blind corners and awe-inspiring natural beauty. Some people even believe this track's layout was inspired by the boomerang-like shape of Croatia. I have love for Croatia since I get blog hits from Croatia. Whether you believe this or not, this blog post is about Trial Mountain.





--- Trial Mountain ---
Trial Mountain
^
"A road runs over this mountain." -Gran Turismo 3 A-Spec

Trial Mountain is essentially a race track carved through a mountain. It is a rally course that thinks it is a permanent and proper racing circuit. Rock-faced walls and undulations in the road make Trial Mountain one of the most challenging and original courses anywhere. It is also a surreal natural masterpiece. Since Gran Turismo 3, many people have noted a monkey sitting on a tree trunk while a race is going on. Gran Turismo 5 featured a rumored Loch Ness monster sighting in one image of Trial Mountain in GT5. The track is a fictional course, but in Gran Turismo 2, Trial Mountain is the track used in the UK Nationals. So you could say this is a British course when there has never been a true British venue until London shown up starting in "Gran Turismo 5: Prologue" followed by the Top Gear Test Track in Gran Turismo 5.


One Lap Description.

Laps here are imposing whether in a car or on a motorcycle. Many of the corners are blind, so you will have to always be on your guard and drive carefully. The first corner goes slowly uphill and is followed by a mid-speed left kink. The next corner is also uphill corner of about the same radius as the previous corner. Exiting the second corner, the road goes downhill and bends into a smooth left-hand corner with sufficient banking. The road afterwards goes slightly uphill, slowly bends to the left, and leads into a sharp turn through one tunnel. The road gets narrow and blind with rock-faced walls and even less runoff road after exiting the first tunnel. Better think carefully where to brake and how to attack the apex of the following corner. You get a natural assist as the road progresses downhill. Gain some extra speed and get as close to possible to the inside curb without grazing the big rocks inside. Braking is not needed in the upcoming chicane (unless on a motorcycle) where the infamous tree with a monkey perched on it can be seen midway through the chicane. Set yourself up to head into the brief second tunnel to attack a moderately sharp left-hand corner. As you head into the second tunnel, the path to the tunnel is completely blind before you head downhill. In fact, the left is COMPLETELY blind. Attack the absolute inside through the yellow-painted part of the road to set yourself up for the final tunnel. When you enter the final tunnel, get ready for a high-speed rush like no other. You will go progressively downhill through the tunnel. Exiting the tunnel leads to a brief crest in the road as you blast through a forest. Then, the road goes sharply uphill. Over the crest, get ready to start braking hard. Try to attack the inside here as well, with the yellow painted part of the road. Go deep inside and set yourself up for a series of undulating blind corners. Keep a steady and consistent line throughout these consecutive corners. The final of these consecutive corners is a sharp right-hand corner with plenty of banking inside. Graze the outside curbing if you exit this corner too wide. After a downhill dip, the road ahead leads to the Start/Finish straight. A sharp left follows that leads to the Start/Finish straight. This sharp left has some banking. The final corner is a chicane (which many people intentionally cut). But before you reach this chicane, the road progress downhill leading up to the chicane. Drive a good racing line to be able to properly set yourself up to clear this corner guilt-free. Try not to cut too far inside in either part of the chicane, especially not the second part of it. Otherwise, your car will seriously be on two wheels and be a bit unstable upon exit. Straighten the car out and make ready to take on another lap of Trial Mountain.

Here is a video lap of what I've tried to explain (from Gran Turismo 4):



--- Trial Mountain Over Time ---
These are some videos to showcase the evolution of Trial Mountain. Take a look:

Gran Turismo 1 and 2.

Trial Mountain in its original state wasn't as super-realistic in graphical quality.


Gran Turismo 3.

With PS2 power, the track has gotten an incredible dosage of beauty. Big mountains, many trees, lush forests, and many more natural aspects help shape the natural beauty of this outstanding race course. Even seeing the sunlight shine from the trees is a beautiful natural touch. Considering this is Gran Turismo 3, you will see many rich and beautiful colors to accentuate this course. See for yourself in this quick video:


Gran Turismo 4 and Tourist Trophy.

The biggest differences between GT4's Trial Mountain and GT3's Trial Mountain is the less-saturated colors as well as fewer lines on the roads. It feels and looks more like a proper circuit here. Here is a look at this track in both GT4 and Tourist Trophy:


Gran Turismo 5.

I am working on buying a PS3 and Gran Turismo 5 as of this initial blog post. So therefore, I am seeing this course for the first time under PS3 power. And to say, it seems like most of the natural character of Trial Mountain is mostly diminished. Almost as if Trial Mountain is much less natural between GT4 and GT5 much like how Deep Forest seems less natural between GT3 and GT4. On the other hand, some beautiful and scenic views are present in this version of Trial Mountain. One of the loveliest views is heading into the Start/Finish straight where a lake can be seen. See for yourself the differences. And by the way, I can NOT guarantee a Loch Ness monster sighting in this video:



Regardless, this is one race track that you just don't mess with or take lightly.



--- Just for Fun: What If Trial Mountain Were a Rally Course? ---
(added: September 14, 2011; formerly a post on "John's Blog Space")
Like Grand Valley Speedway and all the Special Stage Route courses, Trial Mountain is a staple of the Gran Turismo series. In Gran Turismo 1, you could race with the Subaru Impreza Rally Car. Ever wonder what Trial Mountain would be like if it were a rally course rather than a hellishly technical road course? Trial Mountain, is a technical road course nicely inspired by rally racing. It's a best-of-both-worlds course that has a rally feel to it than a traditional road course.

So a few questions:

• do you think Trial Mountain is better off as a rally course (meaning off-road... whether dirt or gravel)?
• would you race Trial Mountain if it were an off-road course rather than a road course?
• do you think racing there would be more exciting if it were an off-road course?

Comment away!





That concludes my look at Trial Mountain. It is a great racing challenge no matter if you race in a car or a motorcycle. Its elevation changes and snaking roads make this an extremely difficult stretch of road to take lightly. The track isn't extremely beautiful, but it is very much a deceptive and vastly imposing course. Its challenge is incredible. Thank you for reading! Race on, friends!

Become a Fan (or Like) my Facebook Fan Page and subscribe this blog (and my others) via FeedBurner (or any other aggregator in the sidebar)! Visit (or subscribe):
Subscribe to John's Blog Space! (http://johnbmarine.blogspot.com)
Subscribe to John's Shop Space! (http://jbmshopspace.blogspot.com)
Subscribe to John's Gran Turismo Space!

Circuito de la Sierra

At 16.78 miles (27 km), Circuito de la Sierra is the longest original course based on a real-world location in Gran Turismo history. It isn't the longest original course, however; that honor goes to the 18.82 mile (30.283 km) Special Stage Route X. Circuito de la Sierra is a trip around the Spanish countryside of Andalusia whose length surpasses the 15.76-mile (25.36 km) Nürburgring 24H course by a full mile. The Spanish countryside is the vista as you take your favorite cars in Gran Turismo 6 to take on the many twists and turns of this intense course. This blog post takes a look at this fine Spanish course in Gran Turismo 6.





--- Circuito de la Sierra ---

While it is not the first original course to go longer than 10 miles, it is one of the more challenging courses for its many twists and turns. You can practice and learn this massive course by taking part in the Sierra Time Rally. Learn the course in a piece-by-piece manner. Or if you so incline, try out the full-length challenge with a car given to you. No matter what, this is an entertaining country road course.


Video Preview.

Here is a preview of this course from my friends over on GTPlanet. It is also a sample of the Sierra Time Rally:


^ Gran Turismo 6: Sierra Time Rally HD Gameplay

In the future, I may highlight on the Sierra Time Rally. For now, this post is just a casual look at Circuito de la Sierra. The only advice I would offer is for you to always be attentive and alert for quick bends and undulations in the road to smoothly race this course. Considering the road undulates a lot here, it's obvious you will need a good suspension and handling setup to take on these roads.

I personally like this track. It is a very fun country road race. It can be great for casual drives or having your own country road rallies kind of like the Targa Florio or the Mille Miglia. This is a very long course that is quite fun to race to me. I could never enjoy racing the Nürburgring courses that use the 12+ mile Nordschleife. And normally, I am not into stupidly long courses. However, Circuito de la Sierra hits in a special way to me. Be sure to enjoy taking on every bit of Circuito de la Sierra.





That's it for this blog post. And again, I may discuss the Sierra Time Rally in a future blog post here on "John's Race Space." I hope you enjoy racing this course and the challenges to Circuito de la Sierra. Thank you so much for reading! Take care and be well.

"Like" me on Facebook, Follow JRS, Follow me on Bloglovin', and/or Contact Me via E-Mail!
Subscribe to John's Blog Space (JBS) Subscribe to John's Creative Space (JCS) Subscribe to John's Race Space (JRS)Subscribe to StyleSpace (SS)

Complex String

Complex String is 40 turns and 6.981 miles (11.235 kilometers) of madness. This original racing track will push you and your car to the limit with its various corners and sections. Most of your time here will be spent from the GT3 license tests. You also use this as a test track and as a Time Trial course in GT3 from GT3's Arcade Mode. The most important thing to remember about Complex String is that while it is not a proper race track, it is a very good test track. The blog post you are about to read is my look at Complex String.





--- Complex String ---

Complex String is practical in that it has a pit lane. It is impractical, however, in that this track is more of a test track than a proper racing facility. There are also no grandstands. Laps will be long since this track is long with so many corners. Expect lap times around 5:00.000 to 5:30.000 times in the faster cars. A formula car would lap this course in the 4:40.000 to 4:50.000 range. No matter what you bring here, you will be using this track to test your car's speed and handling capabilities. You also will be using this track to hone your racing skills. So do not overlook this track for testing purposes.


Track Description.

This track can be broken down into five key segments. Let me do so:

• straight and hairpin - front straight with a sharp hairpin.
• chicane alley - slalom-like section.
• right angle row - multiple 90 corners.
• "The Snake" - increasing and decreasing radius corners in succession.
• Corkscrew Lane - chicane section on undulating roads.

When you start a lap at Complex String, your car will quickly climb up to or near its top speed. You then will need to slow it all the way down approaching the hairpin. The next part of the course is a series of chicanes. You practiced this section previously in GT3's license tests. This section is more like a high-speed slalom. Try to find an even balance of speed and handling while not overstepping either boundary. After a quick left-hand corner, a series of right-angle turns follow. Most critical in this stretch of corners is to try to find the quickest line around some gut-wrenching corners. This part of Complex String can be great for practicing dealing with sharp corners on city/street courses. A sharp right that increases in radius upon exit follows after the series of right angle corners. After that is The Snake. This part of the track will drive you nuts as the radius of each corner increases and decreases all the way around. The radii grows greater as you progress through this section. The radii shrinks as you race this course in reverse. The final critical section includes a series of undulating corners. Here, the road goes uphill and downhill, and the corners are almost completely blind. You will need to practice hitting the apexes and driving a consistent line all around. A very sharp left hairpin follows and leads to a brief straight. This brief straight leads to a left-hand kink and two sharp rights in succession. Floor the gas until you meet the sharp right-left chicane. Finally, a very long double-apex right-hand corner leads onto the Start/Finish straight. Continue the madness with another lap around Complex String after crossing the line.


Video Preview.

This almost seven-mile purgatory is showcased in this video lap:


^ "Gran Turismo 3 - Complex String Lap "

Complex String is perhaps the best track in GT3 to test every performance category of your car.





You have now reached the end of another blog post on "John's Gran Turismo Space." Thank you for reading!

"Like" me on Facebook, Follow JGTS, and/or Contact Me via E-Mail!
Subscribe to John's Blog Space (JBS) Subscribe to John's Shop Space (JSS) Subscribe to John's Gran Turismo Space (JGTS)Subscribe to StyleSpace (SS)

Super Indie Karts Grand Prix: Beta Impressions

(UPDATED: May 20, 2015)

@1LeggedSeagull's Super Indie Karts Grand Prix brings old school kart racing fun to today's modern racing landscape. Though in Beta as of the date of this original post (May 19, 2015), my hopes were high for this title because of its fun action. Would those hopes remain high while the proper full version is still in the works? I am here to offer my first impressions of this game in hopes maybe I can help you in providing insight on this game. So get ready for another post of "John's Race Space!"

NOTE: Thoughts expressed on this game are as of the current Beta build of the game for the OUYA as of this original blog post, which is V0.325. This is not a proper review of the game as this game is still in its Beta stages.


UPDATE/REVISIONS:

MAY 20 2015 - edited in-game details, edited general content





--- Super Indie Karts Grand Prix ---

Time to talk about this game in further detail. This video below will show you the game I am about to discuss in this blog post. Take a look (or click on the link below the video to view on YouTube):


^ OUYA - Super Indie Karts Beta Gameplay Trailer

Now that you've seen the game, allow me to discuss this game in detail... or at least it in Beta form.


General Information.

Let me try to introduce this game to you the way I understand it all.

Super Indie Karts Grand Prix is a racing game built in the vein of Super Mario Kart from Australian developer One-Legged Seagull Games. Despite its old feel, it is completely modern with beautiful HD graphics and intense racing action. This game began life as "Super World Karts Grand Prix" early in its development. It was backed successfully by a Kickstarter campaign. It featured a bunch of cartoonish characters. The tracks were mostly a bunch of beautifully-designed locales based on some real-world locations. Further in its development, the game took on a different and unique character when the game began to go from its Super Mario Kart-inspired realm to featuring independent (indie) game characters from indie games. Characters from games like Crosscode, Toto Temple Deluxe, Canabalt, Fist of Awesome, and more compiled this list of characters. There are also race courses based on each of these games. For example, you can race on a track based on Bearhattan from "Fist of Awesome." Super Indie Karts Grand Prix, then, is like an all-star cast of indie game characters in racing competition. You can almost look at it as an indie combination of "Super Mario Kart" and "Super Smash Bros."

This game is proudly Powered by Unity. For more information on Unity, visit unity3d.com.

(ADDED: May 20, 2015) As of this May 20, 2015 update; the latest version of the Super Indie Karts Grand Prix Beta is now Version 0.33.


Basic Competition.

(EDITED: May 20, 2015)
The main mode of competition is Grand Prix mode. Among the other options are Time Trial and Battle. Grand Prix mode has you racing with three levels of engine displacement. The higher displacements mean faster and more difficult races. It also means more laps to race as well as faster speeds and tougher objectives. More on the objectives later in this blog post. In "Super Indie Karts Grand Prix," there are a total of eight Cups to compete for- four of them are World Cups, and the other four are Indie Cups. Each Cup features four races. You can race each cup in Mirror Mode. Racing in Mirror Mode is its own championship. In total, you are looking at a total of 64 races (32 normal, 32 reverse). As of the current Beta, there are two World Cups and one Indie Cup. You then select one of many different characters to go race with. Since I am playing on the OUYA, I mostly raced with OUYA mascot Sparky. Then too, I am pretty sure it doesn't matter which you use unless the game has the same sort of weight class divisions like with Mario Kart games.

When the race begins, you have a race of certain lap lengths to take part in. Getting Stars mostly entails you doing three things: (1) finding the Golden Mushroom(s) on each track, (2) collecting enough Jewels (which used to be Rings early in its development), and (3) winning the race. There are on-track items consisting of jumps and turbo boots. You collect items from these item boxes to use against your opponents. If you slide into corners, you will earn Chili good for getting a mini boost heading out of corners. Try to go for Triple Pepper by sustaining your drift for a certain duration. Try to win every race or place as high as possible. The championship will continue regardless of where in the standings you rank. So your championship run can take a serious hit if you finish 4th or worse. You want to place 3rd or better if you can.


Should I, Or Should I Not?

I was unsure as to whether I wanted to buy the Beta version of this game as I was looking around at the lineup of OUYA games. At one point, I figured I'd give it a try instead of continually "window shopping" for the Super Indie Karts Grand Prix Beta. I guess I wanted to try this game out rather than wait for the full release of this game. Normally, I don't consider myself someone to take part in early builds and Betas (or even Alphas) of games. I eventually decided to pay the $19.99 US Dollars (at its time) to play the Beta of "Super Indie Karts Grand Prix."

The next thing I did was try out the first championship- the Melon Cup. I raced at the 50cc level and won the championship with 40 points. I got six stars and a Driver Ranking of "B." I wish I was better accustomed to most of the tracks. It was okay, though- it was my first time playing, and I had to get used to how to race each of the tracks and how to survive against the other seven drivers on the track.


It is just a Beta, but what do I think about this game from my playing?



--- Super Indie Karts Grand Prix: Thoughts ---

This game can be thought of as a trip back in time to when almost every kart racing game was trying to be like or better the precedent set by Super Mario Kart. To that end, and with the unique cast of characters from indie games, "Super Indie Karts Grand Prix" can only get better. The game is more throwback than trying to revolutionize the racing game genre. I think the inclusion of characters from various indie games shows a unique unity of the indie gaming community. Not that I am any aficionado of indie games, but I can't really remember a game where so many indie characters and so many indie games have all collaborated into one game. So this is a unique experience to feature so many characters from a number of top indie games. It is an all-star cast of indie game characters in much the same way that Sony has "PlayStation All-Stars Battle Royale," how Nintendo has both the Mario Kart series and the Super Smash Bros. series, and perhaps more fitting... more like how Sega has its "Sonic All-Stars Racing" series. I'd like to know what else will be added to the likes of characters and tracks in future builds and versions of "Super Indie Karts Grand Prix."

Once again, I think "Super Indie Karts Grand Prix" can only get better. It has the intensity of Mario Kart 64 with the fun and style of Super Mario Kart. I am not in any way offended or dulled by the flat lands of each track. I am also not slighted in the least sense at the smooth 2D graphics. It isn't perfect, but I can't find much to complain about with "Super Indie Karts Grand Prix." And let's be honest- it's refreshing to have a game other than some first-person shooter, some endless runner/jumper/dropper, or anything like that. It is also mostly refreshing to have a racing game (even speaking as a Gran Turismo fan) like this that is outside of the super-serious simulation racing realm or in the viciously gritty style of racing like in a lot of arcade racing games from the Triple-A developers. There aren't too many good indie racing games, let alone racing games in the independent category. So this comes off as something refreshing and adds to the racing community on the indie front.

My hopes still remain high that this will be one of the finer games of any genre once its full version is complete. Full credit and respect to One-Legged Seagull Games on creating and developing this fine racing title.


For More Information...

Learn more about One-Legged Seagull Games by visiting www.oneleggedseagullgames.com. To learn more about "Super Indie Karts Grand Prix," visit superindiekarts.com.





"Super Indie Karts Grand Prix" is still in Beta, but I like where this game is going. It will hopefully be one of the finest titles to come in quite a while. It surely will be one of the better indie racing games to date. But... that's what I think. What say you? You've read another post of "John's Race Space." Glad you could be here to read my posts. If you want more of my discussion of racing games and driving games, Subscribe and Follow. Thank you for reading! Take care and be well.

"Like" me on Facebook, Follow JRS, Follow me on Bloglovin', and/or Contact Me via E-Mail!
Subscribe to John's Blog Space (JBS) Subscribe to John's Creative Space (JCS) Subscribe to John's Race Space (JRS)Subscribe to StyleSpace (SS)

GT5 NASCAR Thoughts

NASCAR in Gran Turismo was something you either wanted or didn't want. Some love NASCAR for the hard-fought racing; others disliked it for monotonous oval racing. Gran Turismo 5 basically introduced people to NASCAR. It introduced the cars and style of NASCAR that makes NASCAR so iconic in its own right. Despite its appeal in Gran Turismo 5, nobody said GT5 was the provider of the next best NASCAR simulation. Some people seemed disappointed in NASCAR in GT5. Even in the Extreme Series of races, the championship is called "NASCAR Series."

BEFORE I BEGIN:

This post officially marks my 100th post on John's Gran Turismo Space! I do all I can to keep this blog going strong. Thanks to everyone whom have viewed and contributed (in some way) to JGTS!

Now if you'll excuse me, I have another post to make for my viewing audience! :P



What Changes I Would Make.

Here are some changes I'd make (and I'm speaking as a casual NASCAR fan):

• Dodge!
There are absolutely NO Dodge stock cars in GT5. None. Mopar fans must have felt screwed to not see any Dodge stock cars. You don't want to have your Dodge NASCAR fans hanging now, do you, Polyphony Digital?


• feature Nationwide and Truck machines
When I first got into NASCAR in about 1999 or so, the Nationwide Series was known as the Busch Grand National Series. I still call it the Grand National series to avoid sponsorship mumbo jumbo. The NASCAR Truck series feature some hard-fought racing as the lower rung of NASCAR's top three touring series. Having these NASCAR trucks would be great. I wouldn't mind being Ron Hornaday Jr. or (Houston's own!) David Starr in GT.

If you're going to have and introduce NASCAR to the GT masses, why not introduce the other two series? Expand the NASCAR profile some.


• a few more tracks NASCAR races
Daytona and Indy are great, but I'd be interested in a more balanced amount of tracks. No short track? No mile-long? No intermediate? What about more road courses NASCAR races? Many people just get the feeling that NASCAR only does ovals. However, a true fan knows that NASCAR does do road racing. You do some road racing in GT5 with NASCAR stock cars.

But back to Daytona and Indy for a moment. Both of these are high-speed ovals. I think Gran Turismo 5 could have benefited from having a few more kinds of ovals. Which leads to this:


• Should Twin Ring Motegi Superspeedway been included in GT5?
The reason why I mention Motegi's oval is because it would provide that intermediate oval for the array of ovals in NASCAR. It wouldn't break up the oval array for Gran Turismo. Not all ovals are built equally.


• better specifications and capabilities of NASCAR stock cars?
Those more technically advanced with NASCAR can help me here. Some say that NASCAR stock cars in GT5 are fairly unrealistic in certain respects. Some talk about how unrealistic speeds and drafting are with NASCAR stock cars. Again- some of you are more qualified to discuss this element than I am, so feel free to comment.


• historic NASCAR stock cars?
It would be interesting (and wouldn't hurt) to see some classic NASCAR stock cars. Many people would look to cars like the black #3 cars of the late Dale Earnhardt Sr. or even the Richard Petty #43 Plymouth Superbird during NASCAR's Aero Wars. I wonder what historic NASCAR stock cars would be nice to include as part of looking back in time.


These are some of the things I'd recommend in enhancing NASCAR in future GT titles.





Regardless of whatever posts get deleted or whatever, this is officially my 100th post on "John's Gran Turismo Space!" I still want to keep this blog rolling. Someone suggested I discuss more things on here, but I am trying to keep this blog post of and about the Gran Turismo series as well as about Tourist Trophy. Trying to keep this as much of a niche blog as possible.

Thank you for reading!

"Like" me on Facebook, Follow JGTS, and/or Contact Me via E-Mail!
Subscribe to John's Blog Space (JBS) Subscribe to John's Shop Space (JSS) Subscribe to John's Gran Turismo Space (JGTS)

Monday, 29 June 2015

GT5 Karting Thoughts

Gran Turismo 5 debuted kart racing as part of a number of different motorsports disciplines in GT. Its execution, however, leaves lot to be desired. The racing all takes on mostly generated tracks that don't entirely feel like proper karting tracks. Perhaps there are some limitations to try to make the kart tracks feel more like twisty and complex karting tracks. As for the karts themselves, I learned that there are only rear brakes for karts as opposed to cars having front and rear brakes. The karting dynamics are very fun.

I want to see the kart racing perhaps expand itself. Why not maybe come up with superkarts? Superkart racing will blow your mind with their immense speed. Imagine racing something with no suspension and some aerodynamic body work and goes as fast as certain sophisticated race cars. They would be insane to race! Superkarts usually race on much larger race tracks. It may be likely that if PD were to try out this class of kart racing, they may likely make their own superkart.

I think karting in GT is fun regardless... except when trying to do that Autumn Ring Mini event. I just wish karting could be expanded upon and enhanced for more karting fun. Maybe even include that Piazza del Campo track that was the primary course for kart racing as part of its big reveal for GT5.





These have been my thoughts on kart racing in Gran Turismo. What are YOUR thoughts on GT5 karting? Feel free to comment. Thank you for reading!

"Like" me on Facebook, Follow JGTS, and/or Contact Me via E-Mail!
Subscribe to John's Blog Space (JBS) Subscribe to John's Shop Space (JSS) Subscribe to John's Gran Turismo Space (JGTS)

Tahiti Road

Paradise for Gran Turismo fans is Tahiti in French Polynesia. The road racing version of paradise was Tahiti Road. This course was a fairly simple romp around the island with very few challenging corners. It is a very beginner-friendly racing course that yields high speed thrills with only smooth corners. Of all the corners, only one requires heavy braking. The rest of the course is just smooth sailing for the most part. This blog post is my introduction to Tahiti Road. It's a one-hit-wonder, having only been in Gran Turismo 2.





--- Tahiti Road ---
Welcome to paradise:

Tahiti Road
French Polynesia's most popular island is your paradise of speed in Gran Turismo 2.

In my view, it was strange not to include a proper French venue. It was smart, however, to include Tahiti. Tahiti is the most popular of the islands which comprise French Polynesia. So therefore, it's smart that French Polynesia was featured to represent France. Tahiti Road is used as the site of the French Nationals in Gran Turismo 2. The thing that still spellbounds me is... Gran Turismo has featured Tahiti, but NEVER any Australian or New Zealand venues. That doesn't sound right.


One-Lap Description.

The track itself is nothing too challenging. If anything, a car with a poor suspension setup will find it difficult to go around this track. The first three corners are a smooth set of uphill right-left-right corners. The road from Intermediate 1 to Intermediate 2 is a chicane followed by a sharp right. As you enter the chicane, the road dips downward and has a little banking as you make the right-hand corner followed by an uphill left to complete this chicane. The sharp right hander does not really require braking- just good throttle control is just as effective as braking here. Heading into Intermediate 2, the road ahead is a very long sweeping left that leads to the toughest corner on the entire track- a very sharp right-hand corner. There are NO turn markers to help you here, so you'll need to properly judge your distance to attack the corner properly. After this decisive turn is a straight leading to Intermediate 3. An uphill left-hand kink is connected to an uphill right-hand kink. Once you go over the crest of the right-hand kink, you get a glimpse of the final corner. All you need to do here is left off the throttle and steer hard to the right. This track is all about speed. Perhaps not Test Course or Super Speedway speed, but you'll only have to do so much braking if you are in a very fast car or a powerful race car. It is very simple to learn your way around this high-speed paradise.


Video Demonstration.

Here is a video lap of this course. I must warn you- you may need to turn down the volume:






You know, I really think it's a shame this track hasn't returned for any other tours of duty. The only Tahiti action you'll get in future GTs is on the two rally courses. This track is actually quite fun. I often imagine how this would look and ride in future GT titles, and perhaps even if this was in Tourist Trophy. Yeah. Tahiti Road. Give her a try and enjoy paradise!

Thank you for reading!

Become a Fan (or Like) my Facebook Fan Page and subscribe this blog (and my others) via FeedBurner (or any other aggregator in the sidebar)! Visit (or subscribe):
* Subscribe to John's Blog Space! (http://johnbmarine.blogspot.com)
* Subscribe to John's Shop Space! (http://jbmshopspace.blogspot.com)
* Subscribe to the all-new John's Gran Turismo Space!

Sunday, 28 June 2015

Special Stage Route 11 (GT1 Version)

Gran Turismo 1's ultimate challenge besides Grand Valley was Special Stage Route 11. It was a long race course that dared test you to go fast around the tricky city streets and highways properly while trying to stay away from those walls. GT1's Special Stage Route 11 challenge involved going underneath the Start/Finish highway to take on a tricky bus stop chicane. Because GT1's version of SSR11 is different from GT3's version, this blog post ONLY focuses on the GT1 version of this course.





--- Special Stage Route 11 (GT1 Version) ---
Special Stage Route 11 is below:

Special Stage Route 11 GT1
^ from: gtplanet.net, by way of holomedia.com
The highways and streets of Special Stage Route 11 are the ultimate challenge outside of Grand Valley. You are in for quite a fight when you race here.

(Thanks to a loyal reader for correcting this error for me)

This is a race track for primetime performers. The action happens during blue hour- the sun has gone down, but the skies aren't totally dark. The city opens itself to a nighttime festival of speed that Special Stage Route 5 has absolutely NOTHING on. The corners are slow. The speeds are fast. This is a no-holds-barred street fight. How do you attack the course? Do you go all out by going with aggressive powerslides? Do you try to race this professionally and properly? Or... do you combine (but not compromise) both styles? SSR11 is meant for the Gran Turismo adept. Go hard or go home.


One-Lap Description.

The journey begins down the long front stretch. No braking is needed for the right-hand kink that follows, but the sharp right-hander surely requires some braking when you get somewhere between the 100-meter and 50-meter mark. Depending on how fast your car is, you may or may not have to brake heading into the chicane. You can just let off the throttle somewhat. The next two corners are 90 corners with the same level of challenge. It's best to aggressively slide through the corners rather than try to attack the very inside. In fact, this course's design basically makes you try to attack the corners using powersliding. Get up to speed after the second 90 corner because up next is a sharp right-hand hairpin. Go for an aggressive slide or try to attack the very inside mid-turn. Up next is a trip under the Start/Finish highway. It begins with a dip in the road that does not require braking. The second little section may require some braking just to keep the car straight and away from the walls. When you're under the highway, the bus stop chicane awaits, and it can mean the difference between a fast lap time and a slow one. If you misjudge the speed and distance for which to enter and exit the section, your lap time will suffer. You may lose several positions if in a race (or have your leading margin shrink if leading the race. So be absolutely careful here. The best advice I can recommend is to avoid being overaggressive- just take the corner professionally without trying to do any drifting. You go uphill from the Start/Finish highway into a left-hand kink followed by a right-hand kink. Two straight sharp corners are next- a sharp right connected to a sharp left. Powerslide through the right-hand corner and then attack the very inside of the following corner. What follows is a smooth left that has a little banking to it. Outside-inside is the way to go. Swing outwards on entry and hug the inside without getting too friendly with the inside wall. Take the right-hand bend at full speed and cross the bridge into another critical part of the track. Think ahead because once you go over the crest of the bridge, you'll have only seconds to think about how to attack the hairpin. Your car will be off-balance heading into the turn because the hairpin is linked to a brief left-hand kink when entering the tunnel. Try to drift here, and you'll probably see your car get spun out. Get up to speed quickly so you can take on the two sharp left-hand corners out of the tunnel. You can take on both of them individually, or you can aggressively slide to treat both sections as one big corner. Get up to speed a little bit so you can take on the final hairpin on the track. Next, go full speed down the industrial section as you blast down backstretch into the final chicane. The chicane is very blind and dark. Therefore, you will need to attack quickly and carefully to avoid losing too much time. Get up to speed again to take on the long uphill right-hand corner that leads to the Start/Finish line. The laps may be the longest here, but this track is not impossible to tame.


Video Lap.

This video demonstrates a lap of Special Stage Route 11 (GT1) after attempting to describe one lap around SSR11:






Thank you for reading! A post on GT3's version of SSR11 may be in the future. I really need to post more often for this blog to keep it fresh. If you want to offer suggestions, you may either email me directly or post suggestions to my Facebook fan page.

Become a Fan (or Like) my Facebook Fan Page and subscribe this blog (and my others) via FeedBurner (or any other aggregator in the sidebar)! Visit (or subscribe):
* Subscribe to John's Blog Space! (http://johnbmarine.blogspot.com)
* Subscribe to John's Shop Space! (http://jbmshopspace.blogspot.com)
* Subscribe to the all-new John's Gran Turismo Space!

Ayrton Senna Tribute Thoughts

Ayrton Senna was one of the greatest racers in any discipline of motorsport- let alone Formula 1. A number of plans were underway to try to infuse Ayrton Senna's career into the realm of Gran Turismo. Update 1.08 for Gran Turismo 6 featured the Ayrton Senna Tribute material and a new Vision GT car from Mitsubishi. But for this blog post, I will only offer thoughts on the whole Ayrton Senna Tribute package. This post does NOT include any advice on how to clear the events. I may do that in a future post here on "John's Race Space."





--- Ayrton Senna Tribute Thoughts ---

Before offering thoughts, let me share with you this video to get you excited about the Ayrton Senna Tribute:


^ Gran Turismo 6 - Ayrton Senna Tribute Trailer

The Ayrton Senna Tribute is a chance for you to learn more about what made Ayrton Senna one of the all-time greatest race car drivers. Helping you feel like you are the iconic Brazilian racing superstar are a number of Time Trial challenges. You get to race three vehicles that Ayrton Senna raced in his career: his go-kart from 1980, his Formula 3 car, and the fire-breathing Lotus 97T that Senna won his first F1 race in. This package includes two older variants of Brands Hatch and Monza as well as a different version of the Silverstone Stowe course. It also adds some more PS3 Trophies for accomplishing tasks in this package.

I completed the Ayrton Senna Tribute long before compiling this blog post of ideas. I have not completed everything to where I got Gold for each event, though.


How the Ayrton Senna Tribute Works.

The Ayrton Senna Tribute features individual stages of his career. Before starting a certain challenge, you are helped to a slideshow of Ayrton Senna's illustrious past including captions to the pictures. Classical-style piano music plays in the background as you learn about Ayrton Senna. At the end of each slideshow, you are then treated to a Time Trial challenge to clear. You can win the vehicles you race with if you are able to clear the challenges with a certain score. If you leave the course or get into a collision, you will be disqualified. Trying to clear the individual challenges can be quite difficult, especially for Gold. It will take a lot of effort out of you to try to clear each challenge.


My Thoughts on the Ayrton Senna Tribute.

Some people will say this is disappinting since you don't really feel like you are engaged enough to feel like you are Ayrton Senna himself in the most intense moments of his racing career. A lot of F1 fans have considered A. Senna as a rain master, so you could conclude you could have raced a course under wet conditions. I think more probably could have been done to make the Ayrton Senna Tribute more engaging as far as the challenges are concerned. But in my view, I think the difficulty of each challenge is sufficient enough and hard enough to test even the most hardened Gran Turismo racer. Maybe the package would have benefit from having some other F1 cars and personalities to battle against in addition to Ayrton Senna. Then again, it would probably make the Ayrton Senna Tribute a bit less about Ayrton Senna. Like, what if there was a challenge where played as (for example) Alain Prost battling against A. Senna? It would make the Tribute more engaging, but this would require more licensing deals as well as sort of take away from realizing what made A. Senna so great.

Part of me says that if you want a more complete Formula 1 racing experience, go get one of the Codemasters F1 games or download a quality F1 racing mod for a great PC sim racer. Nobody said this was the most complete and thorough tribute of Ayrton Senna and his racing career. This tribute was done as best as Polyphony Digital could make it out to be. Could it be better? Sure. Could it be worse? No. If I were to grade the Ayrton Senna Tribute overall, I would grade it an A-. It has great challenge and features a well-told and well-executed look at Ayrton Senna's career. The tribute can be vastly more detailed, but you can't completely fault the effort and strides made to make the Ayrton Senna Tribute any better than it already is. If anything, this was a video game deal that got me to appreciate his racing career and his abilities more than I already respect him for.

At least... that is what I think about the Ayrton Senna Tribute. Feel free to express your own opinions.





If you haven't gotten the Update 1.08 package for Gran Turismo 6, be sure to download it. In fact, you probably should have the whole thing by now, since Update 1.09 was released not too long ago as of the initial date of this blog post (June 28, 2014).

What do you think about the Ayrton Senna Tribute in Gran Turismo 6?

As I mentioned, I may consider discussing certain aspects of the individual challenges in the Ayrton Senna Tribute. But for now, I hope you enjoyed this post and enjoyed reading my thoughts on this GT6 feature. Thank you for reading!

"Like" me on Facebook, Follow JRS, Follow me on Bloglovin', and/or Contact Me via E-Mail!
Subscribe to John's Blog Space (JBS) Subscribe to John's Creative Space (JCS) Subscribe to John's Race Space (JRS)Subscribe to StyleSpace (SS)

3D Pixel Racing Thoughts

(UPDATED: May 16, 2014)

I have never played "3D Pixel Racing," but I have some thoughts on it that I'd like to share. So therefore, this post only features THOUGHTS regarding this modern retro racing game. What happens when you try to make a modern racing game with a real retro look and feel? You get this game- 3D Pixel Racing. It is a game with a look and feel similar to a non-racing game- 3D Dot Game Heroes. Only that you're racing cars here rather than battling monsters.

Time to begin posting my thoughts on this game.


LATEST UPDATE(S)/REVISION(S):

MAY 16 2014 - included more material to "Cars" section





--- 3D Pixel Racing at a Glance ---

"3D Pixel Racing" was an independent-type racing game released by a company called Microforum Games and developed by Vidia. The game offers a retro feel with 3D pixels... or as we call them, voxels (volumetric pixel). Both the cars and the tracks have a real 3D feel to them. Rather than something vivid and realistic-looking, the entire landscape is mostly voxelized but with a few unique effects like lens flares and weather effects.

The game can be purchased for the Nintendo Wii (0 Wii points for the Lite version and 500 Wii Points for the full version I believe) and for Apple iOS systems.


Cars.

The cars in this game are all fictional, but you can somewhat make up what each car somewhat represents. The logos for the certain cars also kind of resemble certain real-life companies, such as this one Ferrari-looking car that has a fictional prancing horse logo similar to Ferrari. All cars have their own varying levels of performance. The cars are all rated on these qualities:

• Speed - how fast your car goes.
• Grip - how well your car grips the road.
• Handling - how well your car handles the road at speed and in cornering.

Cars can be colored upon confirming. You can then choose between Automatic or Manual/Standard transmission. More cars can be unlocked apart from the ones available. This is a pure arcade racer. There are no options for tuning up your car, and cars can't be upgraded or modified other than for the color of each car. Cars don't take damage other than for tire wear and fuel consumption. Here is a brief overview of each of the 11 cars:

• Runner - an all-around average sports car. Resembles a Ferrari Testarossa.

• D-Rive - a sports car with great grip and handling, but minimal top speed. Porsche-like bodystyle.

• CC-Three - an exotic sports car with great grip, okay speed, and average handling. Resembles a Lamborghini Diablo.

• Shadow - a rally car that has great handling at the expense of average speed and grip. Resembles the Lancia Delta Rally Car.

• Runner-T - a sports car with excellent speed and grip. Handling is very good. Resembles a Ferrari F40 convertible.

• Duel - Despite its excellent grip and handling, it isn't very fast. Resembles a Chevrolet Corvette C4.

• N-Racer - a stock car with great speed and grip, but handling is very poor. Resembles the Hornet High-Class stock car made famous in SEGA's Daytona USA series.

• Arrow - With the same stats as the Shadow, its forte is in handling. Grip is above average, and speed is average. Resembles the Toyota Celica GT-Four rally cars of the 1990s.

• Chaser - excellent grip and very good top speed, but its handling is above average. Resembles a Porsche 911.

• Chaser S. - excellent grip and very good handling, but its top speed is above average. Resembles the Nissan 300ZX.

• Pole F-One - excellent speed and very good grip. However, its handling is very poor. This car resembles the Renault F1 cars from the mid-2000s.

Now on to the tracks.


Tracks.

3D Pixel Racing takes you on an international tour with over ten tracks to race on. The Demo version only gives you England to race on. The paid version offers you tracks in Italy, the United States, Brazil, and the Solomon Islands. You can unlock races in other countries such as Japan, Thailand, and Egypt among others. You can select any course in the game to race in the normal direction or the reverse direction. Weather conditions can be implemented ranging from dry conditions to wet conditions to night conditions.

More tracks can be unlocked through progress in the game.


Gameplay.

The racing action is all fairly standard. Races usually last for three laps around each course. You can make pit stops at certain tracks if pits are enabled. Pit stops involve changing tires and refueling. One important thing to remember- if you try to cut sections or fall off of certain sections of track, you will respawn at an area before the certain corner or section. So drive carefully and try to properly clear each portion of the course.

Besides normal single races, you can compete in championship play, Time Trials, Capture the Flag, and Hot Pursuit. Extra material can be unlocked through your progress through "3D Pixel Racing," including characters and cars. Up to four players can play simultaneously (or at least for the Wii version).


What Others Have Said.

The impressions I got from people whom have played the game say that this is a great-looking game, but its controls prevent it from becoming a great game.


Video Preview.

Now that you know about this game, here is a video preview of this title. Click on the link below the video to view it in YouTube:


^ 3D Pixel Racing Trailer (Wii - iPhone - iPad)


This section has given you insight on the game. Coming up next, thoughts on why I offered these thoughts on "3D Pixel Racing."



--- 3D Pixel Racing: My Thoughts ---

To me, I have recently thought about "3D Pixel Racing" because it has a number of elements that interest me in a project I wouldn't mind starting. My mind seems to want to make my own voxel racing game in the same vein as what "3D Pixel Racing" brought. While I do love this idea, I want to offer my own sort of appeal. I don't really think the cars are something I'd design with my own model. At the same time, however,

One of my inspirations to think about this would-be project is the fact there are multiple voxel-style games out there. However, no proper racing style game with voxel graphics is out there. The most popular games with voxel-like graphics are games like Minecraft. Other popular titles include Build and Shoot (formerly "Ace of Spaces"), Cube World, Stonehearth, and more. No true racing games with voxel-style graphics are anything popular. So this gives me more incentive to either make or envision a proper voxel-style racing game and make it better than "3D Pixel Racing." I have "3D Pixel Racing" as motivation and inspiration, but I tend to think of having us racing/driving game fans represented in such a popular sub-segment of independent (or "indie") games.

It is sad that this game's success has been mostly crippled with the control style. So I feel the least bit miffed that some little things can make such a big impact on declining and degrading what could have been very valuable. At the same time, I feel proper representation for us racing game fans is needed. If I do decide to go forward with my own voxel racing game project, I'll be sure to do my best to offer the sort of experience I have envisioned.


Cross-Promotion.

If I do decide to come up with any sort of concepts for such a game, you may see my work in my media-related blog called "John's Creative Space." If you would like to visit my blog on creative works, you are welcome to visit johnscreativespace.blogspot.com.








Thank you for visiting John's Race Space! I hope you enjoyed this blog post and my thoughts. Be sure to Follow and Subscribe if you enjoyed this blog post and my blog in general. More importantly... thank you for reading my post and for visiting my blog! Hope to see you again in the future!

"Like" me on Facebook, Follow JRS, Follow me on Bloglovin', and/or Contact Me via E-Mail!
Subscribe to John's Blog Space (JBS) Subscribe to John's Creative Space (JCS) Subscribe to John's Race Space (JRS)Subscribe to StyleSpace (SS)

Saturday, 27 June 2015

More Lightweights?

Many know Lotus as the king of lightweight sports cars. Even TVR has a handful of lightweight cars. You may have used a Caterham in GT4 (though a "Special Car" in GT4) or even in GT5. While those are nice, more lightweights would be better- especially a few that NEVER been in a GT. A few more companies would be great to include to enhance the lineup for a future GT. This is a commentary piece regarding lightweights, especially ones I wouldn't mind seeing in the future in the Gran Turismo series.

I had initially intended this post be about British lightweight cars, but some non-British cars forced me to change things up.







--- More Lightweights? ---

What am I discussing here? You'll see what I mean as you read this blog post further.

To learn more about each featured company, click on the links in the headings to visit their official websites (if offered). I will be using YouTube videos to demonstrate certain makes. If you are unable to view embedded videos (granted all are embedded), you may click on the video link below each video to view on YouTube.


Lightweights Focus: Caterham.

Caterhams are mostly based on the classic Lotus Super 7. These front-engine/RWD roadsters have impeccable handling prowess and are usually considered track toys. These machines are usually considered weekend racers with amazing handling ability. Caterham debuted in Gran Turismo 4 with the Caterham 7 Fireblade, a car powered by the Honda CBR900RRW motorcycle engine.

More Caterhams would be great to enhance the lineup and portfolio of Caterham in Gran Turismo. Now for some people, there isn't too much difference in Caterham models because they all mostly look the same. However, there are more powerful offerings from Caterham. They are still capable machines. Their offerings come in many different versions: Classic, Superlight, and CSR among others. In collaboration with Lola, Caterham has created a car called the SP/300.R- an open-top prototype racing car that is like a Radical. Unfortunately, this is not a street legal car. Here is a video on the SP300R:


^ "Introducing the Caterham Lola SP/300.R"

I would want to see some more Caterhams featured. These cars can be an absolute blast to drive and tune. Who wouldn't want the opportunity to stun bigger and more expensive sports cars by simply racing a Caterham? A One-Make Series with these Caterhams would be great.

Speaking of which...


Lightweights Focus: Radical.

You may never race the 24 Hours of Le Mans, let alone even qualify. Your next best bet to feel like a Le Mans racer would be to race a quality prototype from a great company. That company is Radical. Radical has never been featured in Gran Turismo. Radical Sportscars basically provides people the experience of racing a Le Mans prototype with Radical's amazing open-top prototype cars. Even more surreal is that Radicals are street-legal machines. So if you were to enter an event requiring Normal (or Production) Cars, a Radical would qualify for such an event. Radicals are offered in various models ranging from road-going models to various racing-spec models. Here are models offered from Radical (source: Radical's home page): SR1, PR6, SR3 series (SR3 RS and SR3 SL (SL stands for street legal)), SR8 RX, and the RXC- the only closed-top Radical. Radical has even been credited as laying down some of the fastest lap times for production cars around the Nürburgring Nordschleife. In fact, the Radical SR8 LM lapped the Nürburgring Nordschleife at about 6 minutes, 48 seconds.

Radical would be such an incredible addition to the Gran Turismo car lineup. You would be able to enjoy prototype racing without having to get any of the high-dollar prototypes in a GT game. These Radical prototypes are an absolute blast. I would love to race Radicals in a One-Make series or even a One-Make championship. If there were Seasonals devoted to the Radical lineup, I'd even race those. This video showcases some of the latest (at its time) Radical models:


^ "Radical Sportscars at the Autosport Show 2011"

Besides the Radicals offered to its customers, there would be one other Radical that would be interesting to see in a GT- the Radical SR9 LMP. This LMP2-class machine has been offered as a great contender in the LMP2 ranks. Radical is simply a company that knows and delivers on LMP-type racing machines.





Here is a Jump Break that I added for performance reasons. I want to make sure this blog isn't a burden on your connection if you are not reading the full post. Too many YouTube videos could slow down your performance substantially. And in trying to keep this post as friendly and useful as possible, I'm breaking off part of my post.

Want to see more lightweights that would be great to feature in Gran Turismo- including two lightweight machines from two non-British makes? Make sure you're reading the full post. If you aren't, and if you enjoyed what you read so far, please click on "Read More." Or of course, disregard this break if you are reading the full post.






Lightweights Focus: Ariel.

The Ariel Motor Company makes some very capable lightweight cars. It wouldn't be the best of ideas to race these in rainy conditions (unless you want to get wet or unless you aren't wearing a racing suit), but Ariel cars are completely capable despite essentially being so bare-boned. This British company made plenty of noise when they came out with the Ariel Atom. Ariel in a Gran Turismo game would be its debut to GT. My gaming experience with Ariel includes "ToCA Race Driver 3" and "Test Drive Unlimited 2." The Ariel Atom is a great little machine. If you want something better, though, the Ariel Atom 500 V8 has you covered. The Atom 500 V8 is basically an Ariel Atom with more power and wings at the front and rear. And in case you're wondering, the "500" stands for its 500 horsepower. I love the Atom 500 V8 car in TDU2 because it's a joy to drive and because I painted one in blue to go with the gold colors. Blue and gold are my colors! So... epic win! :D

This would be very cool to see in Gran Turismo if they were to debut in the Gran Turismo series. This video features the Ariel Atom 500 V8. Take a look at this video:


^ "Ariel Atom V8 video review"

Imagine taking this car around your favorite Gran Turismo tracks! That is... if the Atom 500 V8 is just too much for you.

If you want to see a much longer video on Ariel, take a look at this:


^ "Top Gear - Ariel Atom - BBC"

Ariel awesomeness.


Lightweights Focus: BAC.

The Mono from BAC (Briggs Automotive Company) is one of the latest lightweight beast machines. This British company created a beautiful street-legal . The PC gaming community may have seen the BAC Mono as part of the car list for Project C.A.R.S. However, imagine seeing and racing this machine in the Gran Turismo realm. This car is very beautiful up front. You can think of this car as a street-legal single-seater. Too bad you can't put in a passenger for this car. So I don't think you guys will be picking up hot girls and taking them for a ride with this car. Here is a video featuring this beautiful British car:


^ BAC Mono video review

This would be very fun to race in Gran Turismo.


Lightweights Focus: Palmer Jaguar JP1.

The JP1 is not street-legal, but the John Palmer Jaguar JP1 is a plenty capable British open-top prototype. Many of you who have played "ToCA Race Driver 3" may be familiar with this car. It was also featured in Project Gotham Racing 4. The Palmer Jaguar JP1 was designed specifically for the Bedford Autodrome as part of the PalmerSport Experience. Here is a brief video showcasing this car:


^ "Palmer Jaguar JP1"


Lightweights Focus: KTM.

The only non-British machine featured in this post is the KTM Crossbow (or X-Bow). KTM is an Austrian motorcycle builder that at one point made the four-wheel X-Bow. Anyone who enjoys KTM motorcycles may find something to love with the KTM X-Bow. Here is a video featuring this machine as well as specifications on it:


^ "KTM X-Bow at Virginia International Raceway - CAR and DRIVER"

According to one review from either Top Gear or Fifth Gear (I think it was 5th Gear), one review noted that (indirect quote) the most exciting KTM has two wheels; not four- obviously meaning this X-Bow isn't as mind-blowing according to one review.


Lightweights Focus: Donkervoort.

If featured in a Gran Turismo, Donkervoort would be only the second-ever Dutch make featured in a Gran Turismo title (Spyker is the other). Donkervoort has been around since 1978. Like Caterham, Doonkervoort mostly utilizes the Lotus Super Seven as the basis of its automobiles. Their modern offerings are the Donkervoort D8 series. Here is about the best video I could find featuring a couple of Donkervoort D8s:


^ "Donkervoort D8 GTO & D8 GT on Track!"


Last, but not least... this would be the ultimate:


Lightweights Focus: Caparo.

"F1 for the road" was the scouting report for when Caparo Vehicle Technologies built the T1. Think of this British car as being the only thing commercially-available, street legal, and fairly close to the Red Bull cars in GT5. This car is street-legal. So if there was an event for Normal Cars in a Gran Turismo, you could use this as your Normal car. This Caparo T1 is anything BUT normal. It is an absolute beast machine. Want a demonstration of this beast? Check this out:


^ "Caparo T1 driven by Mika Hakkinen"

More on the Caparo T1: www.caparo-t1.com





Will we ever see these vehicles featured in future updates and/or add-ons to Gran Turismo? That remains to be seen. You already know I'll be very pleased if we do see these machines picked up and added to the car list. But what do you think? Reply away and thank you for reading!

"Like" me on Facebook, Follow JGTS, and/or Contact Me via E-Mail!
Subscribe to John's Blog Space (JBS) Subscribe to John's Shop Space (JSS) Subscribe to John's Gran Turismo Space (JGTS)Subscribe to StyleSpace (SS)

Ice Arena

The Ice Arena in GT4 is a simplistic race course at 0.64 miles (1.03 kilometers) in length. You can think of this as a course to practice racing on snow/ice. Gran Turismo 4 debuted snow and ice racing. While Ice Arena is nothing exciting, it is still a more than decent challenge to any rally racer in GT. Most people will probably agree that this course is MUCH easier among snow/ice courses than Chamonix in GT4. This post takes a look at the Ice Arena.





--- Ice Arena ---

Ice Arena is one of only two snow/ice courses in Gran Turismo 4. This course is a fairly basic course allowing you to get a feel for racing on icy/snowy roads. None of the corners are terribly difficult as you take on this course. Only thing you have to have are Snow Tires to race this course. Use Ice Arena to practice your snow racing skills because you'll need them for races at Ice Arena as well as at Chamonix.


One-Lap Description.

You begin on a sweeping long right straight. A fairly high snow bank is inside to your left along with a high snow bank on your right. Try to get a good slide into this corner as its radius expands as you go throught it. Get ready to take on a sharp right followed by a fairly sharp left. Then, get ready for the right-hand sweeper that leads into the first of two straight hairpins. The first on is a sharp left hairpin that has to be taken very carefully. After a brief straight, take on the right-hand hairpin with about a similar radius as the other hairpin. What follows is a sharp left-hand corner. While it is sharp, the road is fairly wide, so you can slide nicely without having to worry about not being able to cleanly escape this corner. A long and sweeping left follows. The final two corners leading to the Start/Finish line consist of a sharp right and a not-so-sharp left. Clear this section, and you'll be more than set to take on another lap around Ice Arena.


Video Lap.

Here is a lap around Ice Arena:


^ "Mr P WRS 111 @ Ice Arena"

Now that you've seen the course and read the post, go get sideways around Ice Arena!





This has been another JGTS post regarding a track in a Gran Turismo. Thank you for reading!

"Like" me on Facebook, Follow JGTS, and/or Contact Me via E-Mail!
Subscribe to John's Blog Space (JBS) Subscribe to John's Shop Space (JSS) Subscribe to John's Gran Turismo Space (JGTS)Subscribe to StyleSpace (SS)

Circuito di Roma

The city of Rome returns for Gran Turismo 5, but in a new form. This 2.16-mile (3.48-kilometer) new Rome Circuit features some more narrow roads and some more elevation changes than the previous Rome Circuit from GT2 and GT3. Get ready for an experience different from the Rome Circuit you may have raced previously. This blog post highlights on what I like to call Neo-Rome (or Nuovo Rome).





--- Rome Circuit (GT5 Version) ---

The Rome Circuit in GT5 (which I call Neo-Rome) takes on a different character than the classic Rome course. Whereas the old Rome Circuit was a technical course worthy of Grand Prix motor racing, GT5's Rome Circuit features more elevation changes and tighter corners than the original course. You are actually racing parts of the classic Rome Circuit when you race in the Normal direction. You still race around the famed Roman Colosseum. What makes this course drastically different from the original Rome Circuit is that GT5's Rome Circuit is more narrow than the classic course. It also boasts more technical corners as well as much more blind sections than the Rome in GT2 and GT3. When you race this track in the Reverse direction, the backstretch leading to the Colosseum is really reminiscent of the trail around the classic Rome Circuit.

According to the Gran Turismo Wikia page, GT5's Rome Circuit utilizes both the classic Rome Circuit (Start/Finish to Turn 4) and the Rome-Night course (Turns 5 through 9) from Gran Turismo 2. Personally, I prefer the classic Rome Circuit. It has more character and is tougher (not to say GT5's Rome is easy by any stretch).


One-Lap Description.

Now a one-lap description. The Colosseum is to your right as you go down the front stretch. You head into a smooth left-right chicane. Halfway through this chicane, prepare to brake hard to set yourself up for two right-hand corners. Actually, this section is more like one very long double apex corner. The proper exit will set you up to go downhill into a fast left-hander. At this section, you'll be going to the far outside as you bank your way inside. What follows is a very sharp right-hand corner. Heavy braking is required to prevent your car from kissing the wall head-on. You'll need to release the brakes briefly before braking moderately mid-turn. A proper exit gives you the best chance to power out of that sharp corner to go full speed down the backstretch. This is the same backstretch in the road leading up to the Colosseum of the classic Rome Circuit. The road ahead will slightly bank to the right and go downhill. As you head downhill, this gives you the best chance to use your car's momentum to properly attack the trickiest corner on the track. A blind left-right chicane with a very sharp right turn follows as you head downhill. Brake hard through the chicane and power out of the corner through the sharp right-hand corner. What follows is a smooth right-hand corner that goes progressively uphill. Before a left-hand corner follows, some moderate braking is needed to keep the car stable. That left-hand corner follows a downhill progression followed by another double apex right-hand corner. Try to keep the car from overstepping the curbing and the white lines on the outside as you navigate this section. Should you survive this, all that remains is a full-throttle run to the Start/Finish line.

Considering the abruptness of the corners and the elevation changes throughout, this is a track that favors a good suspension setup. A setup that allows for efficient use of the tires and suspension. I think a balanced setup for transmission is more than appropriate here. Acceleration is a big key in speed, but this track doesn't require a setting like (for example) Cote d'Azur, where you have stop-and-go driving all the way around. So I would consider a setup that allows for good handling, a smooth ride around the various elevation changes, and with a transmission setup that allows you to properly power through some of the low-speed corners.


Video Lap.

Here is a video lap around GT5's Rome Circuit:


^ "Gran Turismo 5 - Audi R8 5.2 FSI Chrome Line on Rome"

I still think there should be two Rome Circuits in GT5- this one and the classic course. The chances we'll see the classic Rome Circuit is pretty unlikely, but wouldn't you love to see it make a come back?





Thank you for reading! Tell your GT friends about my blog if you enjoyed your time here. And be sure to Subscribe and Follow if you enjoy my blog and want more from me. So get social with me, already!

"Like" me on Facebook, Follow JGTS, and/or Contact Me via E-Mail!
Subscribe to John's Blog Space (JBS) Subscribe to John's Shop Space (JSS) Subscribe to John's Gran Turismo Space (JGTS)

Friday, 26 June 2015

Tourist Trophy License Tests

(UPDATED: March 19, 2012)

The ride of your life involves getting picking up some licenses. Four licenses are available for you to acquire with the Tourist Trophy License School. Getting these licenses pertains to your ability to competitively ride a motorcycle across a number of challenges. There are forty license tests in all. This resourceful blog post features some of my own commentary and info on how to take on each of the forty license tests.

Welcome to Tourist Trophy License School.

LATEST UPDATE(S)/REVISION(S):

MAR 19 2012 - updated look of post





--- Tourist Trophy Licenses at a Glance ---

Tourist Trophy License Tests
^ Being taken for a ride by License Tests? Perhaps my insight can help you!

With four licenses to pick up, they represent your only chance of even being eligible to compete in any number of championships or any number of bikes. You must demonstrate mastery of skill in operating and riding a motorcycle to become any professional in the game.

Riding a motorcycle features skills much different from driving a car. You are able to ride harder and deeper into corners on a motorcycle. Unlike cars, though, you can take a nasty spill that will have you flying off of your motorcycle. So make sure to hold on tight while smoothly making your moves on your motorcycle. Motorcycles get even more unstable in certain sections than cars. You need to be absolutely careful trying to maneuver a motorcycle around race tracks. The license tests you have to take part in demonstrate many aspects of how to operate and race a motorcycle.

You have four licenses to pick up: Novice, Junior, Expert, and Super. Each level demonstrates varying levels of difficulty both in operating motorcycles and in competitively racing motorcycles. The Graduation Tests for each class of competition are all one-lap Time Trials. The Novice and Junior classes demonstrate unique abilities to use in your racing. You have a dashed line on the track to let you know the preferred line. Blue means you accelerate, red means you brake, and gray means you let off the throttle. A gradient in the colors means you should apply a little throttle or a little brake depending on the colors. Once you reach the Expert Class, this dashed line will be vanished, and it will be up to you to find the preferred line for each course. The Super Class is all one-lap Time Trials. Here, your concentration and ability to ride a motorcycle while demonstrating all previously-learned skills will equal the difference between pass and fail.

License tests feature standing starts and rolling starts. Getting a good launch in a standing start can make a big difference in shaving a few extra seconds off of your license time. Engage the throttle on a rolling start. I will let you know which tests feature rolling starts. The launch speed is an estimate of how fast your bike is going when you cross the finish line. All speeds are indicated in miles per hour, so if you are more accustomed to kilometers per hour, you'll have to (sadly) do a conversion.


Important Riding Notes.

Here are a few things to take note of as you do license tests...

• You need to tuck down when doing license tests. This will help cut down wind resistance at speed. Just hold down the button you've set to tuck down to ride through the wind better while riding at full speed. Don't try to tuck down in cornering, because this hampers your handling ability trying to lean into the turns.

• Hitting any off-track objects, such as cones or turn markers, results in an automatic disqualification.

• Any time you fall off of your bike, you will be disqualified. Try to clear each task while still on your bike.

• When both tires leave the track, you are not automatically disqualified unless you are off the road for half of a second. Make sure to quickly get back on the road if you are off-course as you get off.


One last note... Tourist Trophy remains the ONLY Polyphony Digital-made racing game where I have gone All-Silver for all license tests. As of this post, I have 20 Golds and 20 Silvers. Most of the tests shouldn't be too difficult to get even Bronze. As long as you have decent understanding of how to handle a bike in the game along with proper racing technique, you should do just fine getting even Bronze. The most important thing to practice is staying on your motorcycle and controlling it.





--- Tourist Trophy License Tests: Novice Class ---

Basic understanding of handling and operating a motorcycle are featured here in the Novice Class. You will learn the basics of competitively riding a motorcycle. You will also learn how to properly control your motorcycle through ten different tests. Your ability to properly use a motorcycle is what you will be tested on for the most part.

(FUN FACT) Tourist Trophy's Novice class is the ONLY set of license tests I've reached that legendary milestone of All-Gold. As of this blog post, this is the first (and sadly) ONLY set of license tests in any Polyphony Digital game I have accomplished All-Gold.


--- NOVICE TESTS ---
N-1: Braking Basics 1
N-2: Braking Basics 2
N-3: Riding Basics 1 (Circles)
N-4: Riding Basics 2 (Circles)
N-5: Slalom 1
N-6: Cornering Basics 1 (Braking to Lean-In)
N-7: Cornering Basics 2
N-8: Cornering Basics 3
N-9: High-Speed Cornering
N-10: Novice Class Graduation Test


N-1: Braking Basics 1.

"Come to a complete stop within the specified area."
Motorcy,c,le: 2005 Yamaha Grand Majesty 250
Course: Test Course (500m strip)
Start: Standing Start

You're not ready for superbikes! Practice your acceleration and braking by utilizing your first two-wheeled rocket: a Yamaha scooter. The Grand Majesty 250 is a peppy scooter that gets up to speed fairly well. Get up to speed (tuck down if you have to) and start braking either as you approach the 450 meter mark or just past the 450m mark. If you need guidance, pay attention to the dashed line on the road and plan your attack there. Gold shouldn't be too difficult to attain.

LICENSE TIMES:
• GOLD: 28.270
• SILVER: 29.630
• BRONZE: 32.300


N-2: Braking Basics 2.

"Come to a complete stop within the fixed area. Be careful of the rise in speed compared to the previous test."
Motorcycle: 2005 Honda CBR600RR (J)
Course: Test Course (500m strip)
Start: Standing Start

You will be riding a supersport (also called middleweight) motorcycle here. The same skills you learned in the previous test will come in handy here. Remember that you are attempting the same test in N-1, but on a faster motorcycle. If you are any Gran Turismo veteran, you know that faster machines require quicker stop times. Use the dashed line to help you realize when to brake.

LICENSE TIMES:
• GOLD: 19.900
• SILVER: 20.010
• BRONZE: 22.800


N-3: Riding Basics 1 (Circles).

"Ride around the circle 3 times as fast as possible. The test will demonstrate how the racing line is affected by acceleration."
Motorcycle: Suzuki Skywave 250 SS
Course: Circle Course
Start: Standing Start

This is your first test where you will need to do some handling. The Skywave 250 SS from Suzuki is your ride for this course. You will be asked to complete three laps around a circle track 100 feet in radius. To do so, you must keep a consistent top speed all the way around. Adjust throttle input as you lean hard into the corners on your Suzuki. If you leave the course either by hitting the outside cones or with both wheels leaving the race track, you will be disqualified. Try to keep your bike as far inside as much as possible without going off course. If you need a little extra speed, then as you cross the finish line for the final lap, instead of dig inside, try to go straight ahead without hitting any outside cones. A speed of about 36 mph is just right to maintain. You may reach 37 or 38 mph in your run, but keep it between 36 mph or 37 mph. At the start, be careful not to lean too far while trying to get up to speed.

LICENSE TIMES:
• GOLD: 39.120
• SILVER: 40.800
• BRONZE: 44.400


N-4: Riding Basics 2 (Circles).

"Ride around the circle 3 times agaim, this time using a more powerful bike."
Motorcycle: 2005 Yamaha XJR1300
Course: Circle Course
Start: Standing Start

From a standing start, you must perform the same task in N3, but on a faster motorcycle. The XJR1300 is your motorcycle for this test. Since you are riding a faster motorcycle than the weakling Suzuki scooter, you obviously realize you can go for higher top speeds. The difficulty is greater, though, as you try to maintain a solid speed for the entirety of the run. A speed of about 40 mph is a good speed to maintain and not exceed. Remember- when getting up to speed, don't lean too far, because you will fall off of your bike if you lean too far trying to get up to speed.

LICENSE TIMES:
• GOLD: 37.870
• SILVER: 39.010
• BRONZE: 42.400


N-5: Slalom 1.

"Synchronize rhythmic on/off acceleration with the shifting of your weight."
Motorcycle: 2005 Yamaha TMAX
Course: Fuji Speedway '90s
Start: Standing Start

One of the coolest things about riding a motorcycle is razor-sharp handling while leaning hard. Practice maintaining a decent speed in this slalom test. Yamaha power has been bestowed to you in the form of the Yamaha TMAX scooter. You know you can go only so fast, so don't worry about trying to go too fast to try to complete the slalom run. It is possible to take this course at full throttle without needing to do any braking. Better have a good racing line if you plan on doing this, though.

LICENSE TIMES:
• GOLD: 19.050
• SILVER: 19.970
• BRONZE: 21.200


N-6: Cornering Basics 1 (Braking to Lean-In).

"Reduce your speed significantly at the entrance of the corner. Use accel/rear brake to adjust if you enter a corner too hot."
Motorcycle: 2005 Yamaha XJR1300
Course: Twin Ring Motegi - Road Course
Start: Rolling Start at 81 mph

This is your first true handling test. It is also the first Rolling Start test. You are asked to clear the hairpin corner leading to the Start/Finish line of the East Short Course portion of Twin Ring Motegi's road course. The Twin Ring Motegi course is used as the Grand Prix site for World Superbike and MotoGP. This test is the first Rolling Start test, so you do not have to get a proper launch off the line. Just follow the dashed line and carve this corner like a jack-o-lantern as best as you can. You need to brake hard while leaning hard into the corner. Let off the throttle mid-turn, then twist the grip, and rocket down the straight to complete the test.

LICENSE TIMES:
• GOLD: 15.130
• SILVER: 16.090
• BRONZE: 17.500


N-7: Cornering Basics 2.

"Learn rhythmic cornering and racing lines by going through a series of corners."
Motorcycle: 2005 Triumph Sprint ST
Course: Mazda Raceway Laguna Seca
Start: Rolling Start at 43 mph

The British stallion you will ride is the Sprint ST from Triumph. It is your task to navigate three corners ranging from after the Andretti Hairpin to heading into the high-speed part of the track. Laguna Seca delivers some deceptive corners to you. And if you're not ready, you will pay dearly. Do some hard braking mid-turn for all three corners to keep the bike stable. Pay attention to the dashed line to get some ideas on how to maneuver properly around this course. Be smooth with it to land the best times.

LICENSE TIMES:
• GOLD: 32.600
• SILVER: 34.080
• BRONZE: 37.100


N-8: Cornering Basics 3.

"Try to get your bike upright when you need to brake hard. Your bike will lose balance if you brake hard during cornering."
Motorcycle: 1989 Honda VFR400R
Course: El Capitan
Start: Rolling Start at 48 mph

Even though El Capitan can not be raced on against three other riders, you are still given one hefty challenge to power this 1980s Honda motorcycle around the tricky El Capitan course. El Capitan is a course from Gran Turismo 4 with vicious elevation changes. It is an exercise in car control where only the finest will come through with victory. Thankfully, you will not have to take on the elevation changes here. You are asked to clear a very long left-hand hairpin. You will go far outside when approaching the corner. The dashed line suggests you let off the throttle halfway through the corner, then brake moderately followed by twisting the throttle. Develop a smooth line exiting the corner while leaning just right to clear the corners properly. Be careful not to lean too far to where you increase your chances of flying off your motorcycle. Stability at speed is an absolute must around El Capitan.

LICENSE TIMES:
• GOLD: 24.543
• SILVER: 24.620
• BRONZE: 28.100


N-9: High-Speed Cornering.

"Try mastering cornering at ultra fast speeds."
Motorcycle: 2005 Suzuki GSX-R 600
Course: High-Speed Ring
Start: Rolling Start at 50 mph

High-Speed Ring is a nice challenge for motorcycles as it is for cars. Take on the first two corners of High-Speed Ring in this test in a fast Suzuki supersport bike. Make sure you are at full throttle because the test begins immediately after you start/restart the test. Half of the first corner can be taken at full speed until you have to do some hard braking and some hard leaning. You will need to brake hard as you exit the first corner, but get the Suzuki back up to speed to take on the second corner. Brake hard into the second corner and try to get a good launch to clear the Finish gate at a blistering speed.

LICENSE TIMES:
• GOLD: 35.420
• SILVER: 37.000
• BRONZE: 40.200


N-10: Novice Class Graduation.

"Run the Autumn Ring (Mini) in a one lap Time Trial."
Motorcycle: 2005 Yamaha TMAX
Course: Autumn Ring Mini
Start: Rolling Start at 43 mph

You will receive your Novice license if you can complete one lap around Autumn Ring Mini on a Yamaha TMAX. Autumn Ring Mini is considered a great race track for racing vintage motorcycles and scooters. Its simplistic nature makes it a great course to test your motorcycle riding skills. The critical corners to Autumn Ring Mini are the very first hairpin and all the corners at the eastern ends of the circuit. A healthy amount of leaning is needed to clear this course properly. It takes some practice to get Gold here, but it can be done. Just be smooth all around the course. Watch your lines and try to develop a good angle.

LICENSE TIMES:
• GOLD: 46.460
• SILVER: 48.370
• BRONZE: 52.600


That concludes the Novice license! You may either try to earn some new bikes or go for your Junior license. It's up to you.





Speaking of the Junior License, make sure you are reading the full blog post to see my other license test commentaries. This Jump Break is provided for performance purposes.






--- Tourist Trophy License Tests: Junior Class ---

After showing your worth in the Novice Class, it is time to step up to the Junior Class. You will need to take your Novice skills and apply them to more advanced riding. Tougher tests and faster motorcycles await you here.


--- JUNIOR LICENSE TESTS ---
J-1: Braking Basics 3
J-2: Braking Basics 4
J-3: Avoidance 1 (3 Levels)
J-4: Slalom 2
J-5: Slalom 3
J-6: S-Turns 1
J-7: High-Speed Turn 1
J-8: Compound Turns 1
J-9: Compound Turns 2
J-10: Junior Class Graduation Test


J-1: Braking Basics 3.

"Practice smooth transition from braking from cornering."
Motorcycle: 2005 Aprilia RSV1000R Factory
Course: Tsukuba Circuit
Start: Rolling Start at 73 mph

Aprilia provides you its RSV1000R Factory motorcycle for which you take on this test. You are asked to negotiate the first hairpin of Tsukuba, which is punishing for both cars and motorcycles. This is a double-apex hairpin. You have to brake very hard trying to attack the far inside of the corner. Then, you'll need to power out of the corner with both a strong exit and a clean transition to the following straightaway. Use the dashed line to help you create the best line to use around this course.

LICENSE TIMES:
• GOLD: 13.657
• SILVER: 14.790
• BRONZE: 16.100


J-2: Braking Basics 4.

"Learn high-speed braking going downhill. Use objects of scenery to judge ideal braking points."
Motorcycle: 2000 Suzuki GSX1100S Katana Final Edition
Course: El Capitan
Start: Rolling Start at 86 mph

With El Capitan as the track and Suzuki providing you a ride, you are asked to negotiate the southwestern end of El Capitan. The elevation changes and snaking roads are NOT easy to negotiate as you power this naked Suzuki (which has GREAT engine noise!) around this section. Pay close attention to the dashed line and try to attack every section as best as you can. Let off the throttle to avoid tagging the outside wall in Turn 1. Start braking hard as you head downhill into the hairpin. A few intervals of throttle and brake will help you to clear the rest of the course.

LICENSE TIMES:
• GOLD: 24.788
• SILVER: 24.880
• BRONZE: 27.000


J-3: Avoidance 1 (3 Levels).

"Watch the signal given and maneuver in that direction to proceed. The indicated route is random so you must react quickly."
Motorcycle: 2005 Honda VFR
Course: Grand Valley Speedway
Start: Standing Start

The Avoidance tests are really the most fun to me. You will have sections marked off by tire walls and concrete barriers. In the middle are big light-up boards telling you which direction to go. You must react quickly and go in that direction. What makes these fun is that I often try to go full speed through most of these sections, like I know what the right direction is. Each time you attempt the Avoidance tests, the direction of left or right will be random. Your job is to go quickly in the indicated direction without hitting the walls or going in the wrong direction. This test exercises your ability to react quickly by moving in a certain direction as indicated by the boards. Shift your weight and lean hard to accurately go in one direction. Then, power out of each corner to take on the remaining signals until you cross the finish gate. When you clear the final signal, you MUST bring your bike to a complete stop in the Finish area to complete the test. If you run out of bounds or dump your bike in the Finish zone, your run will be disqualified. A good bit of advice is to start braking meters before you get the signal to each section. This way, you slow down quick enough to properly set yourself up for each section. Another good bit of advice is to braking hard into the Finish area after clearing the final signal.

LICENSE TIMES:
• GOLD: 19.940
• SILVER: 21.040
• BRONZE: 22.900


J-4: Slalom 2.

"A cone slalom performed at higher speeds. More rhythm is required in this test compared to the previous one."
Motorcycle: 2005 Honda CB1300 Super Bol D'or
Course: Fuji Speedway
Start: Standing Start

Rather than a measly scooter, you're on a real motorcycle. Honda's CB13000 Super Bol D'or is your two-wheeled rocket as you power your way through the same slalom course as you did on the Yamaha TMAX. Quickly learn, understand, and utilize the capabilities of your motorcycle to navigate your way through this slalom course. Use finesse in your riding and throttle input to make the most of your run in trying to clear this course quickly. Remember- if you clip a cone, you will automatically fail.

LICENSE TIMES:
• GOLD: 16.490
• SILVER: 17.500
• BRONZE: 19.000


J-5: Slalom 3.

"A cone slalom but with a passenger. The handling will be greatly affected with the extra weight so be careful."
Motorcycle: 2005 Honda CB1300 Super Bol D'or
Course: Fuji Speedway
Start: Standing Start

When riding two-up, extra weight is added to the bike. This is about the only chance you will ride two-up in this game. You will be riding the same bike from J-4 on the same course as J-4. You can make this test fun by imagining the passenger is a friend of yours or a loved one. Your job is to try to clear the same slalom course, with the same bike, but with a passenger riding with you. Extra weight at the rear of the bike will impair your ability to turn and lean properly through the corners. So your job is to try to weave your way around the cones even with extra weight at the rear. It may be good advice that you don't use your Chase Cam because your passenger will obstruct your view of the road in Chase Cam.

LICENSE TIMES:
• GOLD: 17.238
• SILVER: 17.420
• BRONZE: 20.100


J-6: S-Turns 1.

"Complete this test with rhythmic combination of accleration and braking."
Motorcycle: 1986 Yamaha FZR400
Course: Suzuka Circuit
Start: Rolling Start at 49 mph

The Esses of Suzuka Circuit are for you to navigate on a 1980s Yamaha motorcycle. This part of the track is exciting to race on. Making the most of the Esses involves a proper and well-balanced attack. Try as hard as possible to not go too far wide through any of the aforementioned corners. Modest elevation changes will also play tricks on you as you try to clear this course, so keep this in mind and adjust and adapt as quickly as you can.

LICENSE TIMES:
• GOLD: 21.650
• SILVER: 22.800
• BRONZE: 24.800


J-7: High-Speed Turn 1.

"It will take longer than you think to reduce your speed. Be careful on your approach."
Motorcycle: 2005 Kawasaki Z1000
Course: Suzuka Circuit
Start: Rolling Start at 135 mph

130R is a track that catches out a lot of racers (myself included). This corner at Suzuka is like Tertre Rouge at Le Mans or Eau Rouge at Spa-Francorchamps. You will need to do a consider a decent amount of hard braking while quickly twisting the throttle to power through the corner. Careful brake and throttle input will help you through along with some hard leaning into the corners. Your Kawasaki can take it... can you?

LICENSE TIMES:
• GOLD: 11.220
• SILVER: 12.070
• BRONZE: 13.100


J-8: Compound Turns 1.

"Keep a clean driving line in mind to get as close as possible to a circular path."
Motorcycle: 1984 Kawasaki GPZ900R
Course: Deep Forest Raceway
Start:

The undulations and twisty roads of Deep Forest Raceway will play havoc with you and whatever machine is being ridden across these roads. An '80s Kawasaki motorcycle will be your bike for this one. You are asked to negotiate the roads between the first tunnel and the tunnel leading to the backstretch. It is very tough trying to keep the bike balanced as you shift your weight from left to right and across various undulations. You may need to take this course defensively just to learn the Kawasaki's handling nature, then try to race this course harder once you understand and adapt to its handling nature. 28.774 was the best-ever time I've managed around this course in preparing this blog post.

LICENSE TIMES:
• GOLD: 27.760
• SILVER: 29.020
• BRONZE: 31.600


J-9: Compound Turns 2.

"Try to clip the line at the rear and keep a clean driving line in mind to try to get as close as possible to a circular path."
Motorcycle: 2005 Ducati 999R
Course: Suzuka Circuit
Start: Rolling Start at 94 mph

I LOVE Ducati motorcycles! You're going to enjoy racing this superbike across the challenging Suzuka Circuit. Your Ducati 999R will be used to take on Spoon Curve. Listen to the throaty roar of this beautiful Italian stallion as you power your way through Spoon Curve. Spoon Curve is a decreasing radius corner with two apexes. The corner starts out wide in radius until it shrinks up towards the conclusion of this section. Go full speed into Spoon Curve. Begin braking hard to keep the Ducati stable. As you go through Spoon Curve, you set yourself up for the second half of the corner, which substantially decreases in radius compared to the first half. A good line sets you up for a strong blast down to the Finish gate.

LICENSE TIMES:
• GOLD: 20.830
• SILVER: 21.970
• BRONZE: 23.900


J-10: Junior Class Graduation Test.

"Run the Deep Forest Raceway in a one lap Time Trial."
Motorcycle: 2005 Moriwaki CBR600RR-Moriwaki
Course: Deep Forest Raceway
Start: Rolling Start at 102 mph

A high-performing motorcycle is available to you from Moriwaki. Moriwaki tuned a Honda CBR600RR to come along with the Moriwaki CBR600RR. Its performance characteristics are greater than the CBR600RR offered by Honda. Therefore, you will be dealing with an advanced and enhanced supersport/middleweight motorcycle. Use this Japanese muscle to tame the natural beast known as Deep Forest Raceway. The most important thing to remember in your runs around Deep Forest is that you try to keep the bike stable with the many elevation changes and undulating roads. Even for a supersport bike like the one you're using, you still need to devise a delicate balance between all-out power and great control. It won't be that simple trying to keep this bike on the tarmac. Be careful trying to shift your weight from one side to the other in quick succession.

LICENSE TIMES:
• GOLD: 1:23.910
• SILVER: 1:27.450
• BRONZE: 1:35.100


Congratulations! You're climbing the ladder now! You can now get some of those more powerful bikes and compete in tougher races! That is, unless you want to get your Expert License first...





--- Tourist Trophy License Tests: Expert Class ---

Get ready for the Expert Class, which features some of the fastest motorcycles and some of the toughest tests. Everything you've learned previously will have to be applied to even tougher applications. Use caution when trying to aggressively take on some of the many tests in the Expert Class. There is no more dashed line. It will be up to you to find the proper racing line as well as know how to properly handle each section as you power through each of the ten tests.


--- EXPERT LICENSE TESTS ---
1: Dunlop Corner to Chicane to Turn 2 Hairpin
2: Braking From High-Speed to Corner Entry
3: Avoidance 2 (5 Levels)
4: S-Turns 2
5: High-Speed Esses to Braking 2
6: Blind Corner
7: Continuous Turns with Elevation Change 1
8: Continuous Turns with Elevation Change 2
9: Chicane Entry
10: Expert Class Graduation Test


E-1: Dunlop Corner to Chicane to Turn 2 Hairpin.

"Try to conquer the most technical section of Tsukuba Circuit."
Motorcycle: 2005 Yamaha YZF-R1
Course: Tsukuba Circuit
Start: Rolling Start at 68 mph

The middle part of Tsukuba Circuit is yours to navigate through on the exciting Yamaha R1. This superbike will be raced in anger as you take on the middle part of the short Tsukuba Circuit. The motorcycle route is different from the car route. Rather than a smooth bend for the car course, you have to contend with a slow chicane for the motorcycle course. If you know how to race Tsukuba in cars, then you know mostly how to tackle this section. Go deep into Turn 1 as you cross under the bridge. Careful throttle usage and handling will see you through the chicane. Prepare to brake hard as you take on the hairpin. Get a strong enough launch to clear the test. It shouldn't be too difficult to get even a Bronze here.

LICENSE TIMES:
• GOLD: 23.340
• SILVER: 24.550
• BRONZE: 26.700


E-2: Braking From High-Speed to Corner Entry.

"Master controlling a monster bike at high speeds."
Motorcycle: 2005 Suzuki GSX 1300R Hayabusa
Course: Grand Valley Speedway
Start: Rolling Start at 130 mph

That's right- you're racing with the one and only Suzuki Hayabusa! This is the most powerful street bike in the game with over 1300cc of displacement and about 192 horsepower. You will be putting that power to good use at the first hairpin of Grand Valley Speedway. You have to handle a kink followed by the hairpin itself. Let off the throttle a bit as you head through the kink. When negotiating the hairpin, brake hard and try to attack the inside as best as you can. As you exit, get a good line going and use all of your Suzuki Hayabusa's 190+ horsepower to blast your way out of the corner and through to the Finish gate.

LICENSE TIMES:
• GOLD: 17.330
• SILVER: 18.360
• BRONZE: 20.000


E-3: Avoidance 2 (5 Levels).

"This is another test in rapid maneuvers. Watch the signal and head in the indicated direction. This test is split into 5 sections."
Motorcycle: 2005 Triumph Speed Triple
Course: Grand Valley Speedway
Start: Standing Start

The last time you did the Avoidance test, you had to deal with three signals with a Honda. Now, you must take on two more signals and on a Triumph. This British motorcycle will be used to go through five signals as opposed to the three from the previous test. The same rules apply- including coming to a full stop in the Finish area without going out of bounds. Remember to start braking hard after the final section and into the Finish area. It helps to start braking meters before you get the signal to each section. This way, you slow down quick enough to properly set yourself up for each section. React quickly and ride smart for a great time! This test is the final Standing Start test.

LICENSE TIMES:
• GOLD: 28.070
• SILVER: 29.400
• BRONZE: 32.000


E-4: S-Turns 2.

"Precision accleration and braking is required on this high-speed S-bend."
Motorcycle: 2005 MV Agusta F4-1000S
Course: Grand Valley Speedway
Start: Rolling Start at 88 mph

The third successive license test at Grand Valley Speedway features one of the loveliest masterpieces in motorcycle creation will be ridden in this test. The MV Agusta F4-1000S and its four-tailpipe exhaust and single swingarm design makes for one of the finest motorcycles ever made. Use this Italian beast to power through the second hairpin of Grand Valley Speedway. Try not to get too deep on the throttle through the sweeping corners. When you get to the hairpin, start braking hard and set yourself up properly to weave as inside as possible of the hairpin as you can and deliver a powerful exit to the Finish gate.

LICENSE TIMES:
• GOLD: 25.350
• SILVER: 26.610
• BRONZE: 28.900


E-5: High-Speed Esses to Braking 2.

"Practice difficult braking whilst weaving. If the bike is leaning even slightly, full braking cannot be performed and you are likely to run off the course."
Motorcycle: 2005 Suzuki GSX-R 1000
Course: Mid-Field Raceway
Start: Rolling Start at 97 mph

When you visit Mid-Field Raceway on your Suzuki superbike for this test, you will have exited the second of two straight long corners at Mid-Field Raceway. What awaits you is a high-speed chicane followed by a super-slow and sharp hairpin. The best way to go fast is to treat the chicane-hairpin section as one long corner.

LICENSE TIMES:
• GOLD: 22.890
• SILVER: 23.580
• BRONZE: 25.600


E-6: Blind Corner.

"The corner is deep, so pay particular attention to the exact point where you should open throttle."
Motorcycle: 2005 Yamaha YZF-R6
Course: The Ricardo Tormo Circuit of Valencia
Start: Rolling Start at 56 mph

This circuit will be brand-new to you. Exclusive to Tourist Trophy is the Ricardo Tormo Circuit. Or by its full name- Circuit de la Comunitat Valenciana Ricardo Tormo. Anyhow, you will be racing the final corner on this spectacular Spanish race track. Imagine a very long corner that QUICKLY snaps to a sharp turn as you progress through the corner. Well, that's what you're going to face here on your supersport/middleweight Yamaha R6. This is essentially a very long left-hand turn that snaps quickly to the left. As this test suggests, the corner is blind. You have to rely on the HUD display to know when to brake because there are NO turn indicators as you approach this corner. Start braking hard once you enter the proper zone for which to brake. It is best to be on the far outside and attack the inside of the corner as you reach it. This way, you prevent getting the bike completely unstable upon entry. Trust me- you don't want an unstable bike in this corner when you race this track on more powerful motorcycles! The R6 has great control and stability, so don't abuse it as you attack this corner. This will (surprisingly) be your only test around this track.

LICENSE TIMES:
• GOLD: 22.030
• SILVER: 23.210
• BRONZE: 25.200


E-7: Continuous Turns with Elevation Change 1.

"This is a section that challenges with different types of cycles. Notice the difference in your line caused by acceleration and braking."
Motorcycle: 2005 Yamaha MT-01
Course: Nürburgring Nordschleife
Start: Rolling Start at 66 mph

Thankfully, you don't race this track against multiple bikes. You will, however, have to race this track for this license test. You will begin from the start of the Nürburgring Nordschleife through a series of corners leading up to near the Flugplatz section. The toughest corner of all is the very first one. Most of the rest of the track are mostly second and third gear corners. You will be going so fast that you have to adjust your throttle and leaning inputs to avoid veering off the road (which is absolutely easy to do here). Bronze isn't difficult at all to get here. To master this course, try to pull for times below 50 seconds.

LICENSE TIMES:
• GOLD: 49.060
• SILVER: 51.040
• BRONZE: 55.500


E-8: Continuous Turns with Elevation Change 2.

"In sloping corners, you tend to understeer due to insufficient weight front wheel. Try easing off the accelerator or apply brakes."
Motorcycle: 2005 BMW Motorrad K1200R
Course: Nürburgring Nordschleife
Start: Rolling Start at 93 mph

You will now be asked to negotiate the set of turns on the northeastern end of the Nürburgring Nordschleife. The northeastern end of this track is more like a rally course with its many sudden corners. The only German make in Tourist Trophy, BMW Motorrad, lends you their K1200R to use around this German purgatory. The BMW has better handling performance than the Yamaha MT-01 you used in E-7, so you can be a bit more aggressive with this bike than you could with the bike from the previous test. All it takes is solid bike control and consistent speed to help you pass this test. You'll need to do a lot more to reach Gold times.

LICENSE TIMES:
• GOLD: 34.840
• SILVER: 36.890
• BRONZE: 39.600


E-9: Chicane Entry.

"Challenge chicanes with varying speed levels. Be careful as bikes tend to be unstable in these conditions."
Motorcycle: 2003 Yamaha TZ250R
Course: Suzuka Circuit
Start: Rolling Start at 90 mph

This is your first license test involving a racing bike. Because this is a Racing bike, its performance characteristics will be much different compared to street bikes. This may also be the only chance for you to enjoy this motorcycle unless you clear the TZ250 Challenge. Anyhow, you are asked to clear a chicane on the exciting Suzuka Circuit. This section includes both 130R and the dreaded Casio Triangle. Taking on 130R requires you to apply some brake to keep the Yamaha stable. Heading full speed afterwards is fun... until you realize there's a super-slow section at the end. The margin for error is paper-thin at the Casio Triangle. It is too easy to overshoot either corner or try to get through Casio Triangle without dumping the bike. So my advice- if you think you're going to dump the bike trying to clear either corner, come to almost a complete stop to avoid falling off your bike leaning in. This will NOT be easy.

LICENSE TIMES:
• GOLD: 27.410
• SILVER: 28.740
• BRONZE: 31.200


E-10: Expert Class Graduation Test.

"Run the Autumn Ring in a one lap Time Trial."
Motorcycle: 2005 Yamaha MT-01
Course: Autumn Ring
Start: Rolling Start at 92 mph

As your gateway to the Super License, you must clear one last task- complete a lap around Autumn Ring on a Yamaha MT-01. I don't like Autumn Ring (except Autumn Ring Mini) to be honest, but it is a great track to race on a motorcycle. So make sure to attack this course as best as you can. Brake down to about 1st or 2nd gear into the first corner. The next series of corners require both great throttle usage and proper handling technique. Heading onto the front stretch of the Mini configuration, get ready to brake hard heading into the following sharp right. Proper technique and leaning will see you through the following downhill section. Try to stay inside through the next corner. Up next is the loop. As you go under the bridge, try to get as inside as possible to attack the Autumn Ring loop. It is then full speed ahead followed by letting off the throttle a bit to negotiate the chicane. The next few corners aren't too difficult. Just remember that on the final turn leading to the Start/Finish line, don't go too inside to where you whack the inside wall with your head.

LICENSE TIMES:
• GOLD: 1:30.510
• SILVER: 1:34.680
• BRONZE: 1:43.000


Only the Super License remains now! You're done with lessons. Now, it's time to go for time trials! In the meanwhile, go get yourself some Expert motorcycles if you choose.




--- Tourist Trophy License Tests: Super Class ---

Every remaining test at this point are all one-lap time trials. Many of these involve a combination of street bikes and racing bikes. Prove your motorcycle racing worth across ten different tracks on ten different bikes. It becomes more crucial that you remain consistent and masterful for the entire lap if you want to pull the best lap times. Quickly learn the strengths and weaknesses of each bike and adapt to the tracks quickly to succeed in this series of license tests.


--- SUPER LICENSE TESTS ---
1: Full-course Time Attack (Tsukuba)
2: Full-course Time Attack (New York)
3: Full-course Time Attack (Grand Valley)
4: Full-course Time Attack (Laguna Seca)
5: Full-course Time Attack (Infineon)
6: Full-course Time Attack (Midfield)
7: Full-course Time Attack (Special Stage Route 5)
8: Full-course Time Attack (FISCO '90s)
9: Full-course Time Attack (Trial Mountain)
10: Super Class Graduation Test


S-1: Full-Course Time Attack (Tsukuba).

"Run the Tsukuba Circuit in a one lap Time Trial."
Motorcycle: 2003 Yamaha TZ125
Course: Tsukuba Circuit
Start: Rolling Start at 88 mph

Tsukuba is your first challenge in the Super License, and Yamaha provides the first bike. The TZ125 is a Racing bike with 125cc of displacement and fairly good handling. This class of motorcycle racing usually has some slow motorcycles with rather skinny tires compared to 250cc or greater bikes. You will be able to push this bike as hard as you like without it snapping on you. So take advantage of this bike's performance to navigate Tsukuba. How you handle both hairpins and the chicane have a BIG effect on your lap time. Don't forget about that long right-hander that leads to the Finish line, either.

LICENSE TIMES:
• GOLD: 1:03.998
• SILVER: 1:06.110
• BRONZE: 1:10.000


S-2: Full-Course Time Attack (New York).

"Run the New York City Circuit in a one lap Time Trial."
Motorcycle: 2005 Yamaha VMAX
Course: New York
Start: Rolling Start at 133 mph

Prepare to get an injection of character as you take a Yamaha VMAX through the streets of New York City. You're the toughest guy/girl in Manhattan on a mean motorcycle. The Yamaha VMAX is a beautiful cruiser-type bike. However, it is... not very good for handling. That's okay for this course. To be honest, you have a very good bike for this course. You could have been given an immensely capable superbike (or even be given a Hayabusa), but this bike is just right for this course. It is capable without being over-capable. The real key to getting through this course is in how you handle the first two major sections as well as how you take the loop that leads to the Start/Finish straight. The VMAX is not any kind of track star, so don't push its capabilities that far. You're doing just fine if you try to shoot for times below two minutes to feel accomplished. Any time below two minutes flat is an accomplishment.

LICENSE TIMES:
• GOLD: 1:57.013
• SILVER: 2:00.000
• BRONZE: 2:08.055


S-3: Full-Course Time Attack (Grand Valley).

"Run the Grand Valley Speedway in a one lap Time Trial."
Motorcycle: 2001 Honda CBR1100XX
Course: Grand Valley Speedway
Start: Rolling Start at 123 mph

Grand Valley Speedway is Polyphony Digital's premier motor racing creation. You're racing that premier creation on a Honda CBR1100XX. The Honda has great power delivery and above average (not great) handling. Be proficient in your attack of the first half of this circuit (Start/Finish into the first tunnel). The crucial sections are the two hairpins, the entrance into the first tunnel, and the chicane after the final tunnel. I pulled a 2:11.979 in my demo run. My previous best was a 2:13.168. I are good, are I? :)

LICENSE TIMES:
• GOLD: 2:12.550
• SILVER: 2:15.850
• BRONZE: 2:25.130


S-4: Full-Course Time Attack (Laguna Seca).

"Run the Laguna Seca Raceway in a one lap Time Trial."
Motorcycle: 1981 Honda CB750F RacingModified
Course: Mazda Raceway Laguna Seca
Start: Rolling Start at 89 mph

For you '80s racing fans, here is one for you. You're riding on a 1981 Honda CB750F racing bike on one of the world's most unique and challenging race tracks- Laguna Seca. The growl of this Honda's engine reverberates nicely across the Monterey, CA, USA race track. How you handle these intense corners determine pass or fail. This is an '80s racing bike, so many of the trick technologies and capabilities of modern racing bikes will not cut it here. The first thing you can do is attack the inside white line from the start and head into the Andretti Hairpin. Let off the throttle to a good extent to set yourself up for a good exit. Follow the racing line and attack the next corner after a quick kink. Head under the bridge and make ready for the mid-speed right that follows. Get a good lean going through to get set up for the hard left that follows. The best time to brake would be as you go under the pedestrian bridge. The sharp left kink that follows requires some braking somewhere between the "3" and the "2" markers. Get a good launch to get set up for the make-or-break section: the Corkscrew. The best point to consider braking is when you're about to reach the top of the hill. This is where it gets tricky- attack the far inside of the first half of the Corkscrew. Then, exit with power while trying to remain upright trying to exit the Corkscrew. Rainey Curve is a smooth left that goes downhill and is a bit banked. Be careful on your approach downhill. The next corner is a fairly smooth right-hand corner. The final corner is a super-slow and sharp left. Start braking hard at the "3" marker. After that... full speed ahead to the finish line!

LICENSE TIMES:
• GOLD: 1:36.360
• SILVER: 1:40.280
• BRONZE: 1:49.000


S-5: Full-Course Time Attack (Infineon).

"Run the Infineon Raceway in a one lap Time Trial."
Motorcycle: 2005 Honda CB1300 Super Bol D'or RacingModified
Course: Infineon Raceway
Start: Rolling Start at 91 mph

From one California track to another, and from one racing Honda of one generation to a Honda of a modern generation; you are racing at Infineon Raceway in Sonoma, CA, USA. You are in the Bay Area at a track someplace northeast of San Francisco. What makes this track challenging (besides no turn markers) is that this track allows you very little room to ride upright. You do a lot more leaning than sitting upright because of its many corners and interesting elevation changes. A lot of braking while leaning is required here. Fortunately, there aren't many moments where the bike gets immensely unstable under cornering here. Follow the racing line to get the best idea as to how to attack this course. This great-sounding Honda is a fairly consistent bike to use under

LICENSE TIMES:
• GOLD: 1:44.660
• SILVER: 1:48.830
• BRONZE: 1:58.300


S-6: Full-Course Time Attack (Midfield).

"Run the Midfield Raceway in a one lap Time Trial."
Motorcycle: 2005 Kawasaki Ninja ZX-10R
Course: Mid-Field Raceway
Start: Rolling Start at 136 mph

The lime green can mean only one thing- you're riding a Kawasaki! Your Kawasaki here is the ZX-10R, and the track is Mid-Field Raceway. This track is a fast one for motorcycles as it is for cars. Attacking it, however, is much different on a motorcycle than in a car. Better dynamics of handling equal the difference between pass and fail here. You are tempted to go faster than you really want to here. Especially if you're used to racing this track in cars, you know you want to lay down a blistering lap here, even on a motorcycle. However, you have to realize that cars and motorcycles handle much differently from each other. My demo run was my fastest-ever: a 1:19.286. This was better than my previous best of 1:20.392.

LICENSE TIMES:
• GOLD: 1:18.760
• SILVER: 1:22.440
• BRONZE: 1:29.300


S-7: Full-Course Time Attack (Special Stage Route 5).

"Run the Special Stage Route 5 in a one lap Time Trial."
Motorcycle: 2000 Yoshimura Hayabusa X-1
Course: Special Stage Route 5
Start: Rolling Start at 139 mph

This is the only night course of all License Tests for Tourist Trophy. The darkness of night coupled with the challenges of racing a city course equal a unique racing challenge. Your motorcycle is quite powerful. Really, this test is a dream test: riding on city streets at night on a very fast and powerful motorcycle. Not just any Suzuki Hayabusa... you're on a Yoshimura Hayabusa! The most important thing to remember about racing on any city course is that you can't go too far inside knowing you can hit a wall inside and go flying off your bike. You want to attack the inside of corners as always, but it is much tougher on a motorcycle. You have to try to attack without going too deep to where your head knocks into an inside wall as you're leaning. The display will tell you to brake before heading into the tunnel. Really, you can ignore this and just start braking hard as you enter the tunnel. You still need to brake hard while leaning hard from the right to the left. Lean hard to the left through the carousel with intervals of throttle. Depending on the line you're working on heading out of the tunnel, you may need to adjust your current path to set yourself up better for the right-hand corner coming out of the tunnel. If you're too far outside heading out of the tunnel, you'll need to adjust your line so you get a better look inside. Brake hard heading into the left that follows. The next three corners are an exercise in stability and limited throttle bursts. Be stable as you go downhill past Intermediate 1. Try to attack the far inside of the hairpin that follows. Go as far inside of the curb as you can. Don't let off the throttle for the next corner, and you can just let off the throttle a little as you head down the backstretch. Stay on the far left lane as you blast down the backstretch. The right-left-right that follows is a motorcyclist's dream. Attack the insides and get a good lean through all three corners. Head to the far outside (on the yellow diagonal lines to set yourself up for the final corner. Get a good launch to go full speed to the finish line. If your current time is at or below 1:30 as you pass the "Pit" sign after clearing the final corner, you're going to pass with Gold. Guaranteed. My demo run was a 1:38.861. My previous best run was Gold too- a 1:39.570. Then again, I do tend to specialize in city courses.

LICENSE TIMES:
• GOLD: 1:40.220
• SILVER: 1:43.270
• BRONZE: 1:50.050


S-8: Full-Course Time Attack (FISCO 90s).

"Run the Fuji Speedway in a one lap Time Trial."
Motorcycle: 2005 Aprilia RSV1000R Factory RacingModified
Course: Fuji Speedway '90s
Start: Rolling Start at 153 mph

Up next is Fuji ('90s configuration). This classic Japanese course will hear the roar of an Italian superbike race around it. The major appeal of Fuji is that you are racing near the base of Japan's national symbol of Mt. Fuji. That, and the super-long front straight. The first corner is the first major challenge of this course is that super-slow hairpin. Slow down to about third gear or second gear. You'll have to do very hard braking as well as properly get a good boost out of the corner upon exit. The next corner can be a bit easy to overshoot and head off into the gravel (and fail the test). Even in cars, you have to let off the throttle a bit to avoid going off-course. Same goes for motorcycles. At the two high-speed long rights, you are trying to avoid having your machine veer off in the outside grass. You're trying to stay inside while also trying not to veer too far off into the outside grass. When you reach the chicane on the backstretch, find a good braking point to make the most of your leaning into the corner and getting a powerful exit. You'd better have good exit speed coming out of the chicane and out of the final corner to land the best time. I had a 1:36.393 in my demo run (previous best was 1:36.632).

LICENSE TIMES:
• GOLD: 1:34.680
• SILVER: 1:38.750
• BRONZE: 1:47.400


S-9: Full-Course Time Attack (Trial Mountain).

"Run the Trial Mountain Circuit in a one lap Time Trial."
Motorcycle: 2005 Kawasaki Zephyr1100 RacingModified
Course: Trial Mountain
Start: Rolling Start at 117 mph

The penultimate license test takes place at Trial Mountain. This course is like a street course and like a rally course. There is very little runoff room for most points around the track including some natural rocky mountain walls. It is like a rally course because of its rally nature. It's a tough track for cars, and even tougher for motorcycles. My only advice is to be careful not to drag the bike on the ground for too long. Stability at speed is of the utmost importance at Trial Mountain. Trial Mountain is much more forgiving in elevation changes than El Capitan (as far as Original tracks) are concerned. Even when you blast down the backstretch, you'll note the bike getting twitchy at speed as you go over the crest. So it is very important to keep the bike stable as much as possible for as long as possible. The Kawasaki is powerful and fairly agile, so make the most of its capabilities to survive Trial Mountain.

LICENSE TIMES:
• GOLD: 1:39.640
• SILVER: 1:43.660
• BRONZE: 1:52.700


S-10: Super Class Graduation Test.

"Run the Suzuka Circuit in a one lap Time Trial."
Motorcycle: 2005 Honda CBR1000RR RacingModified
Course: Suzuka Circuit
Start: Rolling Start at 123 mph

The only thing separating you from a Super License at this point is one lap around Suzuka. I've said all along that this is a very exciting course (and it is). You're about to see why by racing this course for a one-lap time trial. It's you, your Honda racing superbike, and over 3.5 miles of Japan's finest race track. The CBR1000RR is your stallion as you race the motorcycle configuration of Suzuka, The big difference between the car configuration and the motorcycle configuration is that there is a slow chicane between the hairpin after the overpass and heading into Spoon Curve. You are racing the motorcycle configuration here. It is raced by many motorcycle series as well as it being the configuration for the 8 Hours of Suzuka motorcycle endurance race. Heading into the Esses, make sure to brake deep to get a proper setup into the Esses. Remember your practicing from the other test that utilized the Esses. You can actually take most of the rest of the road from the last of the Esses to Degner Curve with intervals of throttle. Get a good entry to the sharp corner after Degner Corner to go under the overpass with considerable speed. Attack the very inside of the ensuing hairpin. Get ready for the chicane that follows as well as the speedy blast into Spoon Curve. Remember how to attack Spoon Curve? If you could attack it best on that other bike, it's no different on this Honda superbike. on the other bike

LICENSE TIMES:
• GOLD: 2:13.510
• SILVER: 2:18.050
• BRONZE: 2:28.750


That concludes the licenses. Congratulations if you cleared all the Super License tests! You can either improve your License Test times or go race. It's up to you!





Thanks so much for reading! This post may need to be updated so that the information becomes more relevant and useful. Please be sure to support my work if you enjoy it!

Become a Fan (or Like) my Facebook Fan Page and subscribe this blog (and my others) via FeedBurner (or any other aggregator in the sidebar)! Visit (or subscribe):
Subscribe to John's Blog Space! (http://johnbmarine.blogspot.com)
Subscribe to John's Shop Space! (http://jbmshopspace.blogspot.com)
Subscribe to John's Gran Turismo Space!