Showing posts with label GT1. Show all posts
Showing posts with label GT1. Show all posts

Saturday, 26 December 2015

Deep Forest Raceway

The challenge of Deep Forest is to "experience racing through a forest" (to quote Gran Turismo 1). Deep Forest has long been a formidable course combining both rhythm-based sections with a lovely forest setting. It has been featured in every Gran Turismo game including Tourist Trophy. This is one of many true original courses in Gran Turismo history. This blog post is about the unique racing challenge known as Deep Forest.




--- Deep Forest Raceway ---
Deep Forest
^ (picture from Gran Turismo 2)
"Experience racing through a forest." -Gran Turismo 1

Deep Forest Raceway had always been under sunset conditions. It used to be that Deep Forest was a romp through a forest. The track is not exactly about a thick and dense forest, but it certainly lives up to its billing as being a race track through a forest. High trees and a very natural landscape make this course quite the task to race. The undulations in the road will easily unnerve your car if set up poorly. The backstretch features a tunnel along with a nice little look at the My favorite part of Deep Forest is the final corner, which you could aggressively take at full speed if you got a good line set up. This track can be quite difficult to race on in a mid-engine car, so take this into consideration if racing this course in a mid-engine car.

You briefly head up a hill and come back down as you enter Turn 1. The first corner comes up quickly, but smoothens out as you go further into this left-hand corner. As you head up the hill, the many switchbacks and chicanes heading into the first tunnel will unnerve you and your car. A smooth right takes you into the second tunnel. Coming out of that second tunnel, you'll go downhill and face a left-hand corner followed by a smooth uphill right followed by a seemingly long left-hand corner. Then, another left follows that leads onto the backstretch. The backstretch features a gradual climb in elevation that goes back down as you enter the third tunnel, then slightly uphill heading into the fourth tunnel. After the fourth tunnel, light to moderate braking is needed. You don't need to do any more hard braking unless you have to. Go full speed down the following straight. Depending on your line and how well your car can take high-speed corners, you can let off the throttle a bit and take the final corner at high speed. Climb up the hill and back down, and you've completed a lap of Deep Forest!


Deep Forest: Gran Turismos 1 and 2.

If you go on Gran Turismo 2, Deep Forest is somehow a German race track. Both GT1 and GT2 have this track as a track at sunset with plenty of high trees.




Deep Forest: Gran Turismo 3.

Gran Turismo 3 still has a sunset race around Deep Forest, but only in the Reverse direction. GT3 signaled the current daytime races around Deep Forest. Part of me tends to miss racing this course at sunset. Also, the sunset is more like early evening than a true sunset race. The capabilities of the PS2 allows for some more dramatic elements. A nice touch is how the sun rays illuminate through the trees. You can see a lot more high hills and mountains with many trees on them in the distance. The third tunnel has some openings on the left side so you can have a small glimpse at the trees on the other side of the river or stream. The experience of Deep Forest is more natural and more beautiful than in GT1 or GT2.



Deep Forest: Gran Turismo 4.

Gran Turismo 4 was a huge makeover of Deep Forest. The bad news, however, is that a lot of the trees that gave Deep Forest its character were gone. A good deal of deforestation took form. In essence, the track was slowly starting to feel more like a proper racing facility rather than a fantasy masterpiece. GT3 was the last GT game to feature sunset settings around Deep Forest. In addition to a lot of missing trees, the lines on the road have mostly been removed, making Deep Forest look and feel even more like a proper road racing circuit. The same configuration could be raced in Gran Turismo PSP and Tourist Trophy.



Deep Forest: Gran Turismo 5 (on impressions).

I don't have a PS3 as of this blog post. It seems like Deep Forest in GT5 is mostly unchanged since GT4, only there seems to be even fewer trees at certain points. Is this a sign of the times that even the video game world has problems with the environment?






I think there are a lot of people who hate fantasy courses just because they seem too unreal or because a race track is too incredulous to be believable. Deep Forest is surely a race track that tests you, whether it's a real course or not. It is as much of a staple to Gran Turismo than almost any other course. Have to wonder what the future would hold for a future Gran Turismo with this track. There has NEVER been a Deep Forest endurance. Could it be possible to have maybe a six-hour race going from afternoon to the late evening around Deep Forest? Would Deep Forest actually retain its forest atmosphere, or is this track somehow losing its natural character to where there are more grandstands and fancy buildings than an actual forest? Could it be possible to race this course in wet conditions, or would wet racing be too much a nightmare around Deep Forest? Maybe could some night racing happen around this place (granted you will need a bunch of flood lights)? Either way, Deep Forest will surely challenge you. It has always challenged Gran Turismo racers and Tourist Trophy riders since the late 1990s.

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15 Years of Gran Turismo

Fifteen years of Gran Turismo! Fifteen years of a game franchise that would basically become the gold standard of realistic racing. I have endured a great deal of memories with the Gran Turismo franchise. This blog post is a look at my own experience with GT in this 15th Anniversary. For people who may be visiting "John's Gran Turismo Space" for the first time ever, here is your chance to know my story regarding the GT franchise.





--- 15 Years of Gran Turismo: My Story ---

With Gran Turismo celebrating its 15th Anniversary, I figured it is time for me to share my story with this franchise. A lot of the key points of my GT experience will be separated.

• Back in 1998 or so, I bought a PlayStation at a pawn shop for about $60 US dollars. The first game I ever bought for it was Gran Turismo. GT1 was a game I had play-tested at a Best Buy once. This tour of duty I was about to embark on for GT1 was going to be a lengthy and complicated one. I still remember trying to drive cautiously with rear-wheel drive cars. Certain license tests really drove me crazy (no pun intended). Eventually, I would just buckle down and drive the wheels off of every car I owned in Gran Turismo 1.

• My experience would later shift to Gran Turismo 2. If GT1 was a challenge, I imagined GT2 would be even more so. A lot has changed including the debut of rallying. I kind of didn't enjoy GT2 as much as I did GT1. There was still plenty of fun to be had. I was really loving the enhanced array and appeal of cars in Gran Turismo 2 compared to GT1. I also enjoyed going at speeds faster than what I almost never did in GT1 (except for the Megaspeed Cup). For as much as I liked GT2, I always felt GT2 missed a number of things that would make it better than GT1. I found it the most disappointing GT I've played yet.

• When the PlayStation 2 came out, it was priced at about $300 US dollars. I so wanted to play Gran Turismo 3 A-Spec. I got both the PS2 and GT3 for Christmas in 2001. The beautiful graphics and updated play mechanics of GT3 kept me busy for quite some time. After a while, I mostly felt GT3 was more like a pretty GT2... with much less execution. When I won my first Formula car in GT3, it opened my eyes to a new way of thinking of Gran Turismo. It made me envision if the series could possibly explore some new avenues to enhance the series for years to come. That leads to the next title...

• I wanted to follow news on Gran Turismo 4. What I did was join a message board called GTPlanet. I saw a handful of pictures and magazine scans showcasing the latest news on GT4. I joined GTPlanet on December 5, 2003. It has basically been my online home since (as well as my favorite forum). It was much better than some other message board I was previously a part of, where I was mostly treated like chopped liver by a group of people.

• As news on GT4 was coming through the pipeline, a new racing game was coming along when some people seemed disappointed with GT4. This game- Forza Motorsport- looked to woo over GT fans to the XBOX. Part of peoples' frustration with GT4 was in the fact that the much-promised online play was dropped for GT4. Also, people thought GT4's lineup of cars was severely lacking compared to the cars offered in Forza Motorsport. At times, I even had to keep people interested in GT4. I wanted to play GT4 as much as everybody else. I just hated for people to worry about certain things inconsequential to whether or not GT4 really becomes a classic.

• Gran Turismo 4 was well worth the wait. While it may have not seriously blown me away, the amount of action and enjoyment were well received by me. The one thing I hated was how so many people hated that GT4 didn't have supercars. I had to keep telling people- the supercars are there. As if people thought GT4's lineup of cars were Japan-heavy and lacking supercars. So... Pagani doesn't make supercars? The Ford GT isn't a supercar? The Saleen S7 is not a fake sports car? The Mercedes-McLaren SLR is just another luxury car? I was mostly upset that people think Ferrari and Lamborghini and such is REQUIRED for a racing game to be great. Complain about the lack of true online play for GT4, but it was still a great game. People had too many complaints and not enough convincing that this game is really better than what most people made it out to be. I eventually just got tired of GT4, but I still thought it was better than a lot of people thought of it.

• The PlayStation 3 was in kiosks at stores starting around 2006 or so. This (then) nearly $700 USD console was too much for a lot of people to afford. You had a reason to care about this console when a game called Gran Turismo HD was created for the PS3. GTHD stemmed from the Vision Gran Turismo video unveiled at E3 once. The kicker for GTHD was the fact one manufacturer made its debut to the Gran Turismo franchise- Ferrari. How many years have most GT fans wanted to see Ferrari in the game? That opportunity came, and the deal was sweetened when "Gran Turismo 5: Prologue" became the first Prologue us Americans would get. As of this blog post's initial posting, I have NEVER played GT5P.

• I have also never played Gran Turismo PSP- which was meant to be a compliment to GT5. You could unlock cars in GTPSP, then take your earned cars to use in GT5. I played this game one time at a kiosk at a Fry's Electronics store, and I felt this could have been a more complete title. My PSP experience is very limited and poor.

• In the time leading up to GT5's grand debut, there was a time when I played a kiosk demo to GT5. I posted first impressions of my kiosk experience on "John's Blog Space." Little did I know that my blog post would generate extreme amounts of traffic from various sites- including my friends on GTPlanet. I could only hope that GT5 would surpass my modest expectations based on the kiosk demo I played. That post remains one of the most-viewed posts on JBS as well as moments where I've gotten the most traffic to JBS.

• It was November 2010 when Gran Turismo 5 was released. I was still on my PS2 playing GT4 around this time. Any impressions I got on GT5 were from online reviews and online videos. At times, I had my doubts about GT5 before actually playing the game. I didn't get my PlayStation 3 and GT5 until June 2011. After playing through most of the game, most of my fears were confirmed. The more I thought about GT5 over some period of time, the more I began to feel that GT5 disappoints harder than GT2 did for me. Even with online play and a very stacked lineup of cars, something inside of me still thinks this game could have been infinitely better.

• GT Academy [USA] on Spike TV was something I experienced in November 2012. GT Academy is the reality TV show challenge that takes Gran Turismo gamers from gaming to pro racing. I didn't catch every single episode of the 2012 competition, but I got a general idea after I was eventually drawn to seeing this show. It made me ponder a bit more about if elements from GT Academy could possibly make Gran Turismo a bit more fun to play and enjoy.


Regardless, I have been more than proud to be part of this 15-year thrill ride by Polyphony Digital. I enjoyed every car, every mile/kilometer, every Credit spent, every car wash, every wheel change, every tuning part... everything. I wouldn't trade these experiences with anything else in racing games.



--- 15 Years of Gran Turismo: What's Next? ---

I really think Polyphony Digital should think about what GT5 offered and try to make great improvements to make the next GT much better than GT5. GT5 was good, but I hope GT6 can be better. I even explore ways GT can be better here on JGTS. I really think Gran Turismo needs to take a much harder approach on racing and driving. I am not saying "let's make GT into a proper racing sim," but "let's make Gran Turismo just that extra bit better to be a classic." How GT eventually gets to that level depends on PD and some other sources.

My own thoughts are on how to improve the flaws GT5 had so that the next GT will be infinitely better than GT5. Improve on the flaws while also making the next GT as solid as possible. Introduce more racing series. Bring on many more cars. I don't work for Polyphony Digital- all I am hoping for (as a fan) is for the next GT to be several steps ahead... rather than running backwards.





Nonetheless, congratulations to Gran Turismo on 15 years of existence. I only want the series to continually expand and improve. Not sure how long Gran Turismo will last as a Triple-A franchise, but I want this series to last for a long time. How do you feel about 15 years of Gran Turismo? Let me know with some comments. Thank you for reading!

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Friday, 27 November 2015

High Speed Ring

(UPDATED: April 11, 2012)

Shaped like Fuji Speedway of the '90s and run in reverse, High Speed Ring is the first challenge for most Gran Turismo racers. This track was very simple to learn while also enjoying high speed racing. High Speed Ring has appeared in every major Gran Turismo game except Gran Turismo 3 A-Spec. The first two Gran Turismo titles featured this track as a high-speed road racing playground. It was simple in nature and great fun for beginners to learn racing in Gran Turismo. This blog post takes a look at High Speed Ring.





--- High Speed Ring ---

High Speed Ring
^ (picture from Gran Turismo 2)
High Speed Ring is perhaps the simplest track to learn in the Gran Turismo series.

High Speed Ring.

High Speed Ring is not hard to figure out. The only real challenging areas are the S-bend and the final section. The rest of the track is essentially hammer-down fun. In the reverse direction, however, you are faced with this track's toughest sections first. You exit the tunnel being faced with the tough S-Bend. Once it is cleared in the reverse direction, the rest of the track is a high-speed ride to the finish with minimal or no braking. In fact, the reverse configuration of High Speed Ring is Polyphony Digital's imagination of the old Fuji (after Hermann Tilke decided to make the track more like stop-and-go traffic than the high-speed road course it was in the past). Even through the Gran Turismo titles, this track still remains great fun to race in almost any car.


Here is a look at High Speed Ring over the past major GTs.

High Speed Ring: GT1 and GT2.



This was the High Speed Ring as many Gran Turismo gamers were about to be accustomed to. The banking makes this track ride more like an oval. There were some trees and some grandstands to one side. There were a few extra banked corners, especially as you headed into the S-Bend. You had to attack the corners hard, and the banking helped you do just that. Another high-speed blast followed with trees on either side of the road. The final corner had some sufficient banking. A strong entry set you up for a strong finish. It was tough to imagine pit road where it was. Then too, you didn't have to pit here since there was no endurance of any kind here.


High Speed Ring: GT4.

(dry video)


For GT4, High Speed Ring got a serious makeover. No more is there a close wall on the outside on the front stretch. Instead, this track feels more like (no disrespect) a proper circuit. You're still going to pay dearly if you drive on the grass on the outside. The banking in the first corner is still fairly unchanged. The rest of the track, however, has changed drastically in appearance and in flow. Between the second corner and the S-Bend used to be just straight road with some grandstands on the outside. For GT4, there is now a short bridge you cross over water leading into a significantly less banked S-Bend. The banking is less dramatic in GT4's version of High Speed Ring compared to the first two iterations. There was much more forest coming out of the tunnel in GT1 and GT2's versions. In GT4, however, there is a big hill on the outside and a dip in the earth on the inside. Personally, I find the pit entrance to GT4's version of High Speed Ring to be much more useful and realistic than in GT1 and GT2's versions. The negative to this, however, is that you don't have as much inside to use to carve into the corner. You probably don't need so much anyways since you can still ride the far outside or middle groove to clear this corner safely. As a whole, High Speed Ring in GT4 looks and feels more like a proper circuit than GT1 and GT2 provided.

This track looks the same for Gran Turismo PSP.


High-Speed Ring: GT5 Prologue and GT5.


(dry video)

(wet video)


The beauty of GT5 is that this track can be raced on in the rain. This track looks even more like a proper Grand Prix racing facility with the various facilities around the track. There are now grandstands on the far inside heading into Turn 1. Turn 2 has some extra grandstands as well. Anyone who has played or seen this track in GT5 knows there is now much more water to cross along with a second bridge. The bridge that makes up the actual race track is now a nice looking, cable-stayed bridge. The water view is spectacular and even more so in replays. Its challenge heading into the S-Bend, however, is unchanged from GT4. The tunnel is a bit more fancy now compared to GT4. The entrance to pit road is after the tunnel now, and to the outside, there are more grandstands. What was a dip in the earth on the inside is no more. More hills and trees make up the far inside heading into the final corner. This course is infinitely more beautiful than ever.





This is a classic facility in Gran Turismo lore. Enjoy your racing to the max when you challenge High Speed Ring!

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Sunday, 22 November 2015

Gran Turismo and Tourist Trophy on Amazon

This post is a resource for all of you to shop for games featured in this blog as well as with accessories. If you shop on Amazon and want Gran Turismo titles and accessories, this blog post will help you to scoring your own copies of Gran Turismo games or get Gran Turismo accessories. Remember that this blog features many resources and things for all Gran Turismo fans. I am not saying this is going to be the next best thing. All I'm saying is... this is MY contribution for Gran Turismo fans. So be sure to get your GT fix however you wish. This is for you to purchase these items on Amazon if you're willing to shop for these games online. These resources from Amazon are available for you to purchase. My blog and its content means nothing if you do not have these games to play.

NOTE: All of these items are available on Amazon, and I am providing them to you via Amazon. Please read "An Important Amazon Note" for information on all items featured in my blog(s) from Amazon.





Gran Turismo 1.


^ Gran Turismo 1. My review: Gran Turismo 1 Review

Gran Turismo 2.


^ Gran Turismo 2. My review: Gran Turismo 2 Review

Gran Turismo 3 A-Spec.


^ Gran Turismo 3 A-Spec. My review: Gran Turismo 3 A-Spec Review

Gran Turismo 4.


^ Gran Turismo 4. My review: Gran Turismo 4 Review

Tourist Trophy.


^ Tourist Trophy. My Review: Tourist Trophy Review


I have NOT reviewed the games below, but these are there for you on Amazon if you want to buy them.

Gran Turismo PSP.



Gran Turismo 5: Prologue.




Gran Turismo 5.

This game is here! Get it NOW on Amazon if you're a Gran Turismo fan! There are two versions of this- Standard and Collector.

^ GT5 - Standard Edition.


^ GT5 - Collector's Edition.





For more Gran Turismo material on Amazon, please use this widget below. Scroll through the pages to find whatever you are looking in for Gran Turismo:








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Grand Valley Speedway

(UPDATED: April 11, 2012)

Grand Valley Speedway is the signature race track of the Gran Turismo series. Why so? It is a Grand Prix course unique to Gran Turismo as it has its own appeal different from any other racing game. It is home to the Grand Valley 300km endurance race. The Grand Valley 300km is the signature endurance of Gran Turismo. So this blog post is a look at Grand Valley over the years even as Gran Turismo 5 is coming along.





--- Grand Valley at a Glance ---

Grand Valley Speedway and Grand Valley Speedway East
^ Grand Valley. TOP: Grand Valley. BOTTOM: Grand Valley (East Configuration). Pictures are from Gran Turismo 2's Arcade Mode disc.

In Gran Turismos 1 and 2, we were all introduced to the classic circuit in its lovely form. The full course is over three miles of road racing goodness. Among the exterior features of Grand Valley are the city buildings into the first hairpin, the three tunnels, the bridge on the backstretch, and more. This track was designed both as a beautiful Grand Prix course as well as a punishing race track.

On a club level, the Grand Valley East track takes away the second hairpin area and the other two tunnels. This track still remains intense. Grand Valley Speedway's East track has shown up in every major Gran Turismo except Gran Turismo 3.

The only real change over the different versions of GT has been a re-profiling of the tight chicane out of the final tunnel in GT4. Even on GTPlanet, I noted that the chicane should be a bit more open and not as tight. I think this change made racing the chicane more fun and not as constricting.



--- Grand Valley Speedway History ---

Gran Turismo 1 and Gran Turismo 2 had mostly unchanged versions (except for maybe the signs posted around the track). This is where we saw all the different nuances that made this track so iconic in Gran Turismo lore. It provided one of the loveliest views of any Gran Turismo track when you enter the final tunnel after crossing the bridge. Seeing the view going through the final tunnel gives you a spectacular view. The various lush greens that make up this course was lovely even for PlayStation 1 standards.

The track would see a makeover in Gran Turismo 3. For the first time, this track could be raced in evening conditions if you race the track in the reverse direction. Many of the features from the GT1 and GT2 versions were vastly changed. Instead of a view of downtown buildings in GT1 and GT2, a big rotating billboard made up the area heading into the first hairpin. The grandstands got a makeover as well, feeling more like a Formula 1-style race track. With the PS2's power, much more majestic mountains and hills surrounded this track. The tire walls and tunnels were also given a lovely makeover. My biggest disappointment with GT3's version of Grand Valley was how restricted the tunnel view was in the final tunnel. GT3's version looks more like a proper racing facility than some purely fantasy course. Other than that, GT3's version was a lovely makeover.

The loveliest version of Grand Valley was in Gran Turismo 4. I noted on GTPlanet about what modifications to courses you want to see made happen. Some of my suggestions included offering elements from the very first versions of Grand Valley with the downtown buildings. Well, PD took it further. You can see some of the city buildings heading into Turn 1. More lush greenery came about in GT4's version. Some have complained about how highly saturated the colors are in GT3, so less saturated colors were used in a variety of courses. Also, the course was made more beautiful with more watery areas. You could see this as you're racing the full course where the East section is blocked off. The most beautiful touches can be seen on the bridge and into the final tunnel. You have to see replay views to appreciate the full beauty of Grand Valley in GT4. You see what looks like flower petals on the water from replay views. The bridge itself looks wonderful as well. Gran Turismo 4 outdid itself with the tunnel view in the final tunnel. You see what looks like a little village from outside the tunnel. It is the most spectacular touch to this track in the game's history. While I don't race Grand Valley East, its touches look as spectacular as the full course, though you obviously don't experience the full course and all of its details. This track is the same in Tourist Trophy and Gran Turismo 4, since they use the same engine.

From what I have seen with a Gran Turismo 5 video at Grand Valley, it seems like it is the same version as seen in GT4. Perhaps GT5's version is like GT4's, but with minor changes. Don't mess with success, I guess.


Needless to say, Grand Valley Speedway is the signature race track of Gran Turismo and Gran Turismo racing. While it may be a fictional track, it boasts an imposing and challenging character worthy of a Formula One Grand Prix. It makes for great racing whether for 2 laps with economy cars or 60 laps in the fastest race cars.



--- Grand Valley Speedway in Videos ---

Have a look at the evolution of Grand Valley in videos. These videos are provided for educational purposes.

Gran Turismo 1 and Gran Turismo 2 (both are essentially the same); this is a GT1 video:


Gran Turismo 3:


Gran Turismo 4:


There you are. A look at Grand Valley by me! I hope to make many more blog posts regarding various tracks through the history of Gran Turismo. Be sure to subscribe to this blog to keep tabs on my latest posts!





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The Evolution of Cars in Gran Turismo

In Gran Turismo games, the cars are the stars. It was tough coming up with so many stars, however, when the majority of cars featured were Japanese. Gran Turismo games have improved and evolved on the car front over time. Gran Turismo and Polyphony Digital are still a great deal to Japan, so you can not necessarily say that Gran Turismo should entirely phase out Japanese cars in favor of cars from other nations.

This blog post provides insight in regards to car counts over Gran Turismo titles heading into the upcoming Gran Turismo 5. It is a look at how Gran Turismo has evolved in featuring many varieties of cars in each game. This blog post may be updated regularly to include new content or edit any false information.





--- The Evolution of Cars in Gran Turismo: GT1 ---
...Humble beginnings on the car front...

The most humble of beginnings had Gran Turismo mostly with Japanese cars. Japanese car companies outweighed American and European cars in GT1. The ratio of Japanese makes account for 7 (if you count Acura as a Japanese make, though Acura is the North American luxury arm of Honda) of the 11 makes. American and European makes each have two representatives. The depth of cars far outweigh any of the American or European makes. You could only buy used cars from Japanese makes. Also, you could buy race cars for a cool 500,000 Credits, but ONLY from Japanese companies. You can still win a lot of other cars not sold in any of the racing events by accomplishing certain tasks like winning championships and going all-Gold in license tests.

Even when doing the three nationality races, it felt flat knowing you had only so many cars to choose from, especially if racing American or British cars. The good news is that you had cars from the two nationalities that could slaughter the best of tuned Japanese cars (some even would argue that USA and British could slaughter most Japanese cars even untuned). So it wasn't really a total loss. This just meant that the majority of cars were Japanese. Just had to adjust. In addition to not as many different nationalities of car, there were only a few real classic cars. Or in fact just one- the 1963 Chevrolet Sting Ray Corvette.

The kinds of cars were also interesting. There were no Kei cars until GT2 came along. There were some powerful sports cars from all three nationalities. There were, however, no hardcore supercars. The depth of race cars were mostly GT cars ranging from the (then) JGTC and a few cars that raced Le Mans (like the Honda NSX LM GT2). Interestingly enough, there was only one proper rally car, and that was the Subaru Impreza Rally Car. A car that gets up to speed as quickly as a rally car does makes it tend to have no place in a game that doesn't feature rally racing. Only thing close to a rally course is Trial Mountain.

Gran Turismo 1, then was a GT that didn't have much to offer in very interesting cars. That would change in future installments.



--- The Evolution of Cars in Gran Turismo: GT2 ---
... bigger, badder, better...

Leaning on and expanding on what GT1 brought, Gran Turismo 2 came into the world in celebrating automobile culture while also providing rally racing. Many more interesting cars were brought into the GT universe along with many more manufacturers. Three new nationalities of car were made present in Gran Turismo 2: France, Germany, and Italy. The car list went from about 170 cars to 600 (give or take). That is a difference of some 530 cars! A new focus on rally racing has offered some extra options for race cars. There were even some touring cars that were featured in GT2.

The depth of cars was expanded in Gran Turismo 2 to make for a diverse amount of cars. Car nationalities were subdivided into four cities apart from the main Simulation Mode world. East City had Japanese cars, West City had Italian and French cars, North City had British and German cars, and South City had American cars. More recent models were introduced into GT2 to keep up with recent times among cars. Newer companies that debuted in GT2 include (among many others) Daihatsu, Suzuki, Tommy Kaira, Renault, Mercedes-Benz, BMW, Audi, Ruf, Chevrolet, Ford, Vector, and Lister. Non-Japanese companies now offered Special Models. This gave you a chance to purchase special concept and race cars from various companies. Not all cars were 500,000 Credits in price. Some will cost you 1,000,000 Credits or even 2,000,000 Credits!

GT2's car depth was further subdivided with a host of cars based on modern and classic cars. It was the first game to debut Kei cars. These Kei cars were very compact and not very fast at all. The only two non-Japanese cars you can put in the Kei category are the 1970s Fiat 500 and the Mini Cooper cars. Most of the other usual suspects made a return. If you wanted to make a statement, though, say it with muscle cars! Gran Turismo 2 had one of the best showcases of muscle cars with many classics. The American car category was much improved from Gran Turismo 1. You had everything from low-powered American cars to some of the most imposing muscle cars and sports cars. Even the very exotic Vector cars shown up. Adding to the supercar allure were cars such as the Lister Storm, Lotus Esprit, the two Venturi cars, and the Jaguar XJ220. In addition to these cars, various luxury and executive cars shown up. Mercedes-Benz offers two of them north of 100,000 Credits. Jaguar offers up some of its luxury as well. What about race cars? Well for the first time ever, closed-top prototypes were featured. Two of them are the Nissan R390 GT1 and the Toyota GT-One. Many more rally cars were featured. They range from more proper rally cars to the two hillclimb beasts offered by Suzuki. There was literally something for everyone- even a van powered by a V10 Formula 1 engine! One final note... the first-ever hybrid car in any GT game was featured with the Toyota Prius in this title.

Among many discriminating racing game fans, however, it was disappointing to not see companies like Ferrari, Porsche, and Lamborghini featured. The only thing close to a Ferrari is the Momo Corse Toyota MR2 race car. Gran Turismo 2 has offered the best diversity.





There is MUCH more to discuss! Read the full blog entry (or disregard this section if you are reading the full blog entry) to see MUCH more on the change in car culture and evolution of car lists in Gran Turismo!






--- The Evolution of Cars in Gran Turismo: GT3 A-Spec ---
...re-imagining and downsizing...

Gran Turismo 3 A-Spec took the car count from 600 to almost 200. This was to the disappointment of many GT fans as there weren't as many choices. Gran Turismo 3 was a chance to test the limits of making more detailed cars. There were now cars in GT with interior views (albeit mostly blacked out). The fruits of their labor resulted in a host of re-worked cars including some brand new cars. While many of the cars from Gran Turismo 2 were missing from GT3, Gran Turismo 3 made up for it with having many of the past makers return along with some new ones. Speaking of new, GT3 marked the debut of two new nationalities of car- Belgium and Australia.

Used cars were done away with entirely. You had the most money to start a GT game with as you had 18,000 Credits to purchase a car. Because there were so few cars, the depth was nowhere near as diverse in GT3 as it was in GT2. Cars became a bit faster. Gran Turismo 3 just didn't really bring anything new on the car front. A nice touch for cars, however, was that of color-shifting paint (like on the TVR cars). However, the most interesting car companies in this game were Panoz and Pagani. The extremely formidable Pagani Zonda models offered that kick of supercar bliss to compliment other supercars like the Jaguar XJ220. The two new nationalities had only one car each, and both were race cars. Gillet offered their Vertigo from 1997. This car was absolutely beastly. The first-ever Australian V8 Supercar in GT history was the Tickford Falcon XR8.

The race car front didn't offer much unless you count the new Formula racing cars. That's right! For the first time in Gran Turismo history- the debut of Formula cars was present. These were all fantasy F1 cars based on classic F1 cars. You get a hint as to what year that car is from just by looking at its name. For example, the F090/S resembles the McLaren MP4/5 from 1990. There were about five or six of these fantasy F1 cars. All of which offered handling and speed capabilities unlike any other average car.

Gran Turismo 3 seemed rushed to many GT fans. And therefore, it never found its stride really when people compared this game to GT2 on a number of fronts. Missing still were the three main car companies most people care about- Ferrari, Porsche, and Lamborghini. Some basically thought that Ruf wasn't doing enough to hold down fans. They wanted the almighty company in Stuttgart that makes amazing sports cars. While Lamborghini wasn't featured, the Japanese(?) version of Gran Turismo 3 had a car called the Diablo GT, which was clearly the (then) JGTC GT300 Lamborghini Diablo VT. It just wasn't named the Lamborghini Diablo. Would it change for the next GT?



--- The Evolution of Cars in Gran Turismo: GT4 ---
...ready to blow peoples' minds...

Gran Turismo 4 exploded with many more cars. The car count for GT4 surpassed even GT2's 600-something cars. Over 722 cars made up Gran Turismo 4's amazing roster of cars. GT4 was a complete overhaul of the Gran Turismo formula by offering loads of cars.

The diversity of cars was about the same as GT4, only with more historic cars and more diversities of racing machines. Gran Turismo 4 offered the most new nationalities of car in any GT: Korea, Spain, the Netherlands, and Sweden. It debuted a number of companies such as Spyker, Volvo, SEAT, Jensen Healey, Marcos, Holden, FPV, and Scion among many others. The oldest car in any GT game was that of the two Daimler Motor Coaches from 1886. Both of these cars were significant to feature because these were two of the very first modern automobiles. In fact, there were a number of very old cars in this game. This game basically did a better job of showcasing classic automobiles in addition to more modern machines. For the first time, pickup trucks were featured. Who needs the fanciest supercar when you can race a Ford SVT Lightning? Muscle cars made a big return and a big splash in GT4. Used cars returned for GT4 in three different classes based on three different time periods. And also for the first time- you could get used cars from any nationality represented. So you can pick up some American or European older cars from the secondhand lots. An interesting change on the car front is that of cars that have doors opened and even cars with convertible tops down. This allowed the first viewing of someone racing with the top down. You can actually sense the driver shifting gears and moving... even with the top off of a car! Even for original open-top cars (like any formula car or any Le Mans prototype), you can note the driver's helmet moving and bobbing. This provided a new experience of realistic driver physics with cars at speed. Unfortunately, there was one flaw to the cars- some Special Models were featured. You were unable to race any Special Models against other cars in pack racing. These Special models (like the Toyota MTRC) could not be used in an average pack race featuring six cars.

Also new to GT were Le Mans Prototypes. You can actually see the drivers moving their arms and the helmets bobbling. Also new were Dakar "cars." These were big and heavy racing machines meant to endure desert racing. This was an evolution from the formula cars. What of the Formula cars, by the way? There is now only one- the Polyphony Digital Formula Gran Turismo car. To me, the biggest manufacturer in this game is Bentley. That is even though the only available Bentley is the EXP GT that won the 2003 24 Hours of Le Mans.

Finally of note was the fact that cars could be immortalized forever in Gran Turismo lore. All you have to do was win Best in Show at SEMA. Your car will be featured in GT. Just like that! The 1962 Buick Special "Bu'Wicked" by Ted and Sue Richardson was the first-ever car that won Best in Show at SEMA from the 2003 show. You can buy this car from the Buick lot in GT4.

Despite the Supercar Festival (devoted to supercars, and there are a number of them), many have felt that Polyphony Digital consistently failed at getting new, more interesting car companies. Not even the unusual Cizeta V16T (which was like a combination of a Ferrari and a Lamborghini) could tide over most true supercar fans. Almost as if Polyphony Digital was scared of getting more prolific car companies. As if the racing gamer didn't have enough options, there was another game from another company that was ready to turn up the heat in the console sim racing wars. This would draw an even greater divide among racing game fans.

The Forza Influence.

Forza Motorsport on the XBOX seemed a direct challenger to Gran Turismo, and it was. Since this blog post is about cars, I have to make a relevant effort to discuss cars. Forza featured three things many Gran Turismo 4 fans wished they had in terms of cars- Ferrari, Porsche, and (more importantly) damage. Fans disappointed with GT4 found solace with Forza as it filled a void left behind (for some) with GT4. True racing game fans played both Forza and GT.


Many more cars from many more manufacturers made for one of the best diversities of cars since Gran Turismo 2. Those who were vastly disappointed in GT4's lineup of cars (despite the 700+ cars) felt most of the cars were uninteresting Japanese cars. Many of them felt disappointed that Gran Turismo 4 had 50 Skylines/GT-R's, 25 Lancers, and too little of everything most other car fans care about. I was disappointed when some people on GTPlanet completely disregarded the fact that there ARE supercars in the game (like from Pagani and Spyker among others). It's like people just disregarded the fact that there ARE supercars in the game. But no... some car fans are too good to where they prefer seeing Ferraris and companies like that. Also in the works was a possible PSP version of Gran Turismo referred to as "Gran Turismo Mobile" or "Gran Turismo 4 Mobile." Remember this bit for later in this blog post. An interesting development was about to unfold as Gran Turismo 5 was in the works. Follow along with me as a certain car maker would make some fans VERY happy.



--- The Evolution of Cars in Gran Turismo: Gran Turismo HD ---
...one word, one company, great excitement...

Gran Turismo HD marked the first Gran Turismo for the new PlayStation 3. It was mostly a demo featuring one track and ten different cars. The one bit of news that got Gran Turismo fans excited- Ferrari! The Ferrari 599 GTB Fiorano was the first-ever true Ferrari featured in any Gran Turismo.

Up to this point, there have been Ferrari-powered (like the Lancia Stratos) and Lamborghini-powered (like the Vector M12) cars... but never a car from either company until Ferrari shown up at the 2006 Paris Motor Show. News of Ferrari's arrival meant that what many Gran Turismo fans hoped to race and tune finally came to fruition. Those who had PS3s and played on PS3 kiosks could race a Ferrari for the first time ever. More people were beginning to shut up on the notion that Polyphony Digital couldn't secure the big-name licenses from big-name companies.

Even though it was not a major Gran Turismo title, it was the step in the right direction as far as featuring a more interesting roster of cars.



--- The Evolution of Cars in Gran Turismo: Gran Turismo 5: Prologue ---
...we got Ferrari at long last! Now looking for more cars to improve the lineup...

Amid lots of attention from the public, Gran Turismo 5 was the first-ever Prologue introduced to the United States after GT4 Prologue offered its look at GT4 while GT4 was in the works. Over 31 makes were represented in GT5: Prologue including another SEMA winner. The Art Morrison 1960 3G Corvette won Best in Show at SEMA and was featured in GT5: Prologue. Some 100+ cars were featured in GT5P, including the return of Ferrari. And what of them? Four more Ferraris shown up in this title. Also, this game featured the first-ever actual F1 car as GT5P featured the Ferrari F2007 Formula 1 race car.

The most important development on the car front was that there were now in-car views for all of these cars. This was NEVER done in any GT past. In car views provided an interesting view of showcasing cars while also filling a new simulation racer void.

Gran Turismo 5 was still being worked on hard by Polyphony Digital, and what of this Gran Turismo for the PSP?



--- The Evolution of Cars in Gran Turismo: Gran Turismo PSP ---
...take Gran Turismo's greatness and make it portable, but also have a master plan...

The PSP would experience Gran Turismo at long last when this game was finally released. This game can be seen in two ways- a prelude to Gran Turismo 5, and a game to look forward to trading cars in GT5 with. To many people, this was just a money grab (at least in the game). The goal was all about collecting cars. Don't think this was a completely original GT. Polyphony Digital had its share of challenges trying to translate the GT experience to the PSP. Try as they might, you can't have the same amount of intense depth for a PSP. So PD had to cut some corners. The biggest of which was that there was no GT mode, no extensive tuning, no real championships, and a few other things.

On the car front, however, a few changes were made. The cars actually had interiors to them, albeit blacked out. The choice of cars is impressive- over 850 cars! Gran Turismo PSP was basically a look at GT5 using GT4-style cars in a GT4-style environment. The biggest reason to get excited over Gran Turismo PSP was some of the manufacturers that shown up for the first time ever. Many of the groaning about not enough interesting cars was buried six feet deep when a few certain manufacturers shown up. One of the biggest car companies to be represented was Bugatti and their awesome Veyron 16.4 supercar. Ferrari made a return, but there were only two Ferraris. One of the two Italian Stallions was the Enzo Ferrari. Ferrari is good, but another manufacturer was ready for face time- Lamborghini. Like Ferrari, there are only two Lamborghinis in GT PSP.

Just the notion of these cars is interesting enough to add plenty of flavor to the lineup of cars in Gran Turismo (let alone Gran Turismo PSP). Think of how the evolution and change in car culture changed between GT4 and GTPSP. A number of major car companies have shown up when no one thought Polyphony Digital would ever see such car companies. Look at what resulted- Ferrari, Lamborghini, and Bugatti were all featured among others.



--- The Evolution of Cars in Gran Turismo: GT5 ---
...the fans waited six years. Now, we need to get GT fans excited again...

A long journey in featuring cars for the Gran Turismo series has now come down to this title. A series that began in 1997 and 1998 arrived on the scene and has done nothing more but evolve. Depth and variety in cars were enhanced a number of times. Now for Gran Turismo 5, perhaps the greatest lineup of cars in Gran Turismo history will blow the minds of many Gran Turismo gamers alike. For Gran Turismo 5, it's not about interesting cars vs. uninteresting cars, but rather Premium and Standard cars. Gran Turismo 5 was overhauled in a number of ways, but the cars are still the stars. There is no way you can argue against the depth of this game's thousand cars. That's right- 1,000+ cars! However, 200+ of them are Premium while the rest are essentially carry-over cars from Gran Turismo 4 and Gran Turismo PSP. The work done to make the Standard cars presentable for Gran Turismo 5 was pretty impressive. Among other manufacturers comprising the GT5 car list are Maserati, McLaren, and Tesla. The inclusion of things like the Top Gear Test Track would help to enhance the lineup of cars, thus influencing the culture of featured cars in Gran Turismo 5 through its development.

Premium vs. Standard has been a hot-button issue for the cars. Are there 200+ cars, or 1,000+ cars with 800+ useless and worthless cars? Many people argue that more could have been done to make all cars premium. But if that were the case, this game would probably be released in 2025 or so. So a tough decision was made- just re-work the GT4 and GT PSP cars to PS3 quality. Perhaps the most disappointing element for many people was that among the Standard cars is the Bugatti Veyron. Many feel this should have gotten Premium treatment and NOT be a Standard car. Premium cars offer many different features. The biggest one is that of visible interiors and in-car views. They are also designed much more incredibly than their Standard counterparts. The Premium vs. Standard topic drives some fans up the wall. You will be unable to tune certain elements of Standard cars (like wheels).

Even still, GT5's Standard cars look to be re-worked quite well despite the fact they lack many of the different aspects that make them different from Premiums. Many, though, wished all cars would be Premium. Some people think it is either lazy or inexcusable that not all cars are Premium.

The official car list makes note of many different kinds of cars. The biggest plus to this is the arrival of NASCAR and certain World Rally Championship cars. NASCAR provides a brand new racing experience featuring a few different NASCAR stock cars. While rally cars are nothing new in GT5, the usage of the World Rally Championship is. It provides a little extra personality and depth to the variety of featured cars in the series. Going on just the official GT5 car list alone, it is still tough to really argue against what this game has to provide on the car front.

Also new is karting. You may not think about it, but kart racing is one of the signs that real racing is being focused on. It is the first-ever kart featured in any Gran Turismo. I will post a future blog entry here on John's GT Space regarding my thoughts about karting.

With Gran Turismo 5 set to be released in stores soon, we will get to see how much more different cars will be in GT5. Ferrari and Lamborghini surely fit the bill. At least two of the three major manufacturers most people care about are featured. Will Porsche show up for GT6?





--- Final Thoughts ---
The explosive expansion of cars in Gran Turismo games have left us with a game that offers so many cars and manufacturers. We were all fortunate we would get so many cars in these games. I could instantly note a change in car choices starting with Gran Turismo 2. The ability to outsource and expand makes for a game serious about providing more kinds of cars of various kinds helps to expand the number of options and cars. GT3 didn't bring anything new except for F1 cars. GT4 brought a huge number of cars from varying manufacturers and various types. The big bomb was dropped when Ferrari debuted in a Gran Turismo title. Since Gran Turismo HD, we have been more than blessed seeing the Prancing Horse grace GT. Since Gran Turismo PSP, we've been blessed with the likes of Bugatti and (more importantly) Lamborghini. Why did it take so long to feature some of the prestigious names? I still thought there were plenty of world-class auto makers even though most people only care for the truly prestigious makes.

At least there is now no argument over GT not having as many interesting cars. Gran Turismo 6 could likely only get better on the car front. Maybe we'll see a deeper amount of cars from other countries and manufacturers. The fact is, Gran Turismo 5 is going to blow minds. The amount of cars over time have resulted in a much more diverse field of cars. All the while, the diversity of cars is incredible. Most people never would have thought that Ferrari (among others) would ever find their way into Gran Turismo. The different changes in philosophy in cars have resulted in a more interesting batch of cars. Adding things like NASCAR, karting, and Top Gear have helped to establish a new sort of character for Gran Turismo. It is a character that has resulted in a different top-to-bottom view of cars in Gran Turismo games. Gran Turismo is still purely Japanese, but the diversity has been vastly improved over the years and over the games to continue one of the greatest racing game franchises of all time. Two Forza Motorsport games may have passed between GT4 and GT5, but you don't see the GT people sweating bullets just because their game is taking so long to develop. The GT games are usually worth the wait and usually will be games we will continually play for months... and even years to come.

No racing game is ever complete without cars for which to do racing with. People may question Polyphony Digital's taste in cars and picking certain cars to be featured, but at least you can be proud to see a variety of cars spanning lots of manufacturers and nationalities. People complain all the time about "too many Skylines," "too many Lancers," "not enough Ferraris," and all that. There aren't too many racing games that deliver the number of cars that Gran Turismo games usually provide. So you're really fortunate with the cars you do get. If Gran Turismo teaches us anything, it is an introduction to cars and car companies you otherwise have no idea that they exist. I personally would have never known of Aston Martin, TVR, Venturi, Ruf, Opel, Gillet, Hommell, Jensen Healey, Cizeta, and Autobianchi had it not been for Gran Turismo. Every major GT has introduced me to either one new company or one new car (or both). I think us racing game fans should be forever grateful for what Gran Turismo has been able to accomplish for gaming as well as the automotive industry. If you are ANY kind of racing game fan or automotive fan, Gran Turismo is the trendsetter that has done a great deal to expose people to the world of automobiles while also providing a solid racing game (despite any flaws).





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Thursday, 19 November 2015

The Importance of Tuning

Your car is only as good as it came out of the factory. To turn your car into a winning machine, one must spend Credits at the Tune Shop to take a car from factory stock to race car rock. Over the years and over the various iterations of Gran Turismo, performance tuning makes the most of any car. There are some people who are good with stock cars. If you REALLY want to build that dream machine, you need to tune your car as best as you can. You have what it takes to take a car from good to great. In addition to buying parts for cars in Gran Turismo titles, you need to tune those parts to make the most of your car as well as to tune to the given tracks you face. These items alone can make the difference between winning and losing.

Tune Shop Insight from Past Titles.

Gran Turismo 1 offered the basic eight menu items for tuning cars. There were eight key areas: Muffler and Air Cleaner, Brakes, Engine, Drivetrain, Turbo, Suspension, Tires, and Others. They were basic menus that meant the best opportunities to upgrade your car. Mufflers and air cleaners gave your car the performance edge by boosting power. A car that has a better way of breathing yields more power. Plus, your car sounds more like a race car. Going fast is cool, but you need to slow her down a time or two. So make sure to purchase brake upgrades. Brakes are more effective when you purchase a Brake Balance Kit. This will allow you to make better use of your car under braking. The various engine upgrades actually help make the most of your car's engine performance. Normally-aspirated cars can be equipped with NA upgrades. The car can have some permanent engine upgrades like Full Engine Balancing and Port and Polish. Only so few cars can have their displacement improved. Through my playing, most old Nissan Skylines could have displacement upgraded. Of course, there is no replacement for displacement. The Drivetrain options fielded lots of options to improve your car's delivering of power. Most critical is the transmission. However, don't forget about the flywheel (improves engine performance), the clutch (more efficient usage of shifting), and the driveshaft (improves power delivery especially in RWD and 4WD/AWD cars). Give your car a lift on the turbo side by purchasing turbo kits and intercoolers. What good is a powerful car if it rides like crap? Change this by going with a suspension kit. In GT1, you purchased suspension kits along with your choice of stabilizers. The tires you purchase in GT1 are either semi-racing or full racing. Finally, you can perform other tasks like weight reduction (very important for making the most of an already-tuned car) and Racing Modifications. It was these elements that would continue to evolve the tuning formula for Gran Turismo games.

Gran Turismo 2 took many of the options from GT1 and added a few new items. The least of which include the debut of LSD (limited-slip differential) tuning, dirt tires, the infamous Simulation Tires (cars with a severe lack of grip designed to simulate real-world handling), yaw control system, active stability controller, and TCS controller. There are more options also to tune up your car in addition to purchasing these upgrades. Racing Modifications are available again, but not every car can receive these modifications. A non-essential element introduced was that of being able to change wheels. You can do this to adjust the wheels for all four tires.

Gran Turismo 3 A-Spec didn't really change much in the tuning department, but it was pretty much the same as past GT titles. The really different aspect in GT3, however, was that race cars can actually be tuned now to include more parts (mostly horsepower upgrades and tire choices). This game also included more racing tire options. You had race cars already equipped with Medium tires, but you could select a few other variations to suit certain cars and tracks. Many of the "For Professionals" options from GT2 are gone, and so were Racing Modifications. Also, TCS and ASC are equipped on all cars. While not essential to tuning up your car, GT3 debuted GT Auto. GT Auto allowed you to wash your car, change the oil (a big horsepower element), and change the wheels.

The first GT to introduce something really new tuning items was Gran Turismo 4. Gran Turismo 4 included some options to shake up the tuning element scene quite a bit. One of the first new additions was Nitrous. While many of you think of nitrous like in street racing games, the boost just provides a real temporary boost that isn't seriously noticable. Also new was the ability to add a Supercharger to cars, which gives normally-aspirated cars turbo-like tuning power. GT4 was the first GT to offer more options for Standard tires. Options for Economy, Road, and Comfort tires were offered in addition to three grades of Sports tires (Soft, Medium, and Hard). This game even debuted Snow Tires to take on the snow and ice courses. Among the new Other options include options to Increase Rigidity and even a Rigidity Refresher Plan. This will help keep your car's chassis sturdy and fresh even after lots of racing. There are actually nine different items in the Tune Shop, but many of them don't have Full Models available. Also new to GT4 was that of some original upgrades from the all-new Tuning Village. For certain cars, a fifth turbo and an original suspension kit were offered. So few cars could be equipped with these original parts, though. I will say this- you can use the most recent Mazda Miata models for the Tuning Village. A non-essential element of tuning is in changing the wheels for various tires. You can change wheels for street tires, racing tires, dirt tires, and snow tires. Also, you can equip a car to have a rear GT wing. This will allow you to tune for downforce.


Tuning Itself from Past Titles.

This is a brief overview of tuning aspects of past GT titles.

Gran Turismo 1 began the whole tuning deal with a deal of options to tune your car. There are options for suspension tuning, engine tuning, transmission tuning, and aerodynamics tuning. Perhaps what I liked most was being able to adjust turbo boost. It helped make the most of my turbo cars' power. In Gran Turismo 2, the tuning aspect was upgraded to include other options like a new auto-setting to seamlessly set the gear ratios. Options for the other tuning parts are not as detailed as things were in GT2. You could even tune things like TCS and ASM among others. The tuning in Gran Turismo 3 A-Spec was not only more detailed, but also included a scrolling marquee that gave you advice on what you are tuning. This provided a big help in giving you tuning advice. Gran Turismo 4 offered up more advice and many more tuning options. You can even tune the Nitrous if you have Nitrous installed for your car. You can also adjust the ballast for your car to give your car a little weight. Certain racing series add ballast to weigh down cars as penalty weight. You can use this to weigh down your car yourself.


Final Thoughts.

Having the ability to race as hard as possible is an essential tool. A car is capable of only so much. You must spend Credits and time to tune your car. The more time you spend tuning and perfecting your car, the more of a complete racing weapon you will create. You must spend money. You must spend time. You must think about how to set up your car. If you are to stand any chance, you need to make the most of the car you are racing to make it as complete of a track car as possible.





--- Gran Turismo 5 Tuning Preview: Car Parts ---
By seeing some YouTube videos, here is a look at some of the tuning elements of GT5 that you can buy for your car. So here are some of the various elements you can purchase for cars in Gran Turismo 5:

Body/Chassis.

* Chassis Weight Reduction - Stage 1
* Chassis Weight Reduction - Stage 2
* Chassis Weight Reduction - Stage 3
* Rigidity Improvement
* Window Weight Reduction
* Carbon Bonnet
* Carbon Bonnet (Body Color)

Engine.

* Engine Tuning Stage 1
* Engine Tuning Stage 2
* Engine Tuning Stage 3
* Sports ECU

Intake System.

* Sports Intake Manifold
* Sports Air Filter
* Racing Air Filter

Exhaust.

* Sports Exhaust
* Titanium Semi-Racing Exhaust
* Titanium Racing Exhaust
* Sports Exhaust Manifold
* Catalytic Converter: Sports

Turbo Kits.

* Low RPM Range Turbo Kit Turbocharger
* Mid RPM Range Turbo Kit Turbocharger
* High RPM Range Turbo Kit Turbocharger
* Supercharger

Transmission.

* 5-Speed Close Ratio Transmission
* 6-Speed Close Ratio Transmission
* Fully Customizable Transmission

Drivetrain.

* Single-Plate Clutch
* Twin-Plate Clutch
* Sports Flywheel
* Semi-Racing Flywheel
* Carbon Propeller Driveshaft
* Torque Distributing Center Differential
* Fully Customizable LSD

Suspension.

* Fixed Sports Kit
* Height-Adjustable Sports Kit
* Fully Customizable Kit

Tires.

* Comfort Tires - Hard
* Comfort Tires - Medium
* Comfort Tires - Soft
* Sports Tires - Hard
* Sports Tires - Medium
* Sports Tires - Soft
* Racing Tires - Hard
* Racing Tires - Medium
* Racing Tires - Soft
* Dirt Tires
* Snow Tires


GT Auto Options.

Here are some of the options for cars in GT Auto:

* Car Wash - give your car a good washing.
* Oil Change - change your car's oil.
* Paint Car - give your car a new coat of paint based on cars in your possesion.
* Paint Wheels! - change the color of wheels for your car.
* Change Wheels! - give your car a new set of wheels.
* Aero Parts - purchase aero parts for your car.
* Overhaul Engine - rebuild an old engine to be new again.
* Increase Chassis Rigidity - like in GT4, restore's a car's chassis to new.
* Racing Modifications - while not for every car, this gives cars a permanent racing makeover.

! = not available for Standard cars.


In addition, there are a host of other options to help make the most of your car in GT5. Racing Modifications return for Gran Turismo 5. Both Standard and Premium cars can have colors changed based on cars you own. However, you can not change wheels on a Standard car, nor can you change the color of the wheels on a Standard car. To say the least, tuning will be every bit as important for Gran Turismo 5 as it has been for the past four GTs.

Speaking of Gran Turismo 5, you can order it on Amazon by clicking on this image below and placing an order on Amazon:


^ pre-order for now, available proper on November 24, 2010. Available in both Standard and Collector editions.







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Wednesday, 18 November 2015

Gran Turismo 1 License Tests

(UPDATED: March 19, 2012)

Before you can race, you need licenses. Acquiring your racing licenses will allow you to compete in all events of Gran Turismo 1. What you are about to read here is a brief overview of what each license test in Gran Turismo 1 entails. I have completed all License Tests in my playing of Gran Turismo, so I will share with you some of my times. Do not look for advice on License Tests here. Instead, this is just a resource for you Gran Turismo 1 gamers.

This post may be edited to ensure further quality for my readers. It may also be edited simply just to change the appearance of this post.

LATEST UPDATE(S)/REVISION(S):

MAR 19 2012 - updated look of post





--- Gran Turismo 1: License Overview ---

GT1 License Screen
^ Licenses. You need them to beat the game, so why not get them to have any chance of beating this game?

There are three licenses in Gran Turismo 1- B, A, and International A. Each License Test features eight different areas of concentration to help better your racing skills. There are seven tests followed by a Final. Each test requires that you complete the task asked of you and to perform the task in a set par time. If you fail to complete the test within the par time, you will fail. If you leave the course at any time (as in all four wheels leaving the road) or if you hit a wall hard enough, you will fail. You need to practice your skills on a consistent basis. Do not be ashamed if you fail on the first try- just make sure to do better in your next run.

• The B-License is required to compete in the Sunday Cup, each of the drivetrain races, and the Lightweight Cup. This license recognizes your ability to properly drive and race a car through a variety of situations.

• Think of the A-License as the "Advanced" license. Abilities learned from the B-License tests are put to the test in more crucial license tests. Getting your A-License is important because the majority of championships in Gran Turismo 1 require an A-License. Seven different championships require an A-License. That is more than any other.

• All International A license tests are time trials using either the Dodge Viper GTS or the TVR Griffith 4.0. Here, all of your B and A license skills are put to the test as you must pilot these sports cars through a one-lap time trial. Everything you have learned from the other two license tests will help you to master Gran Turismo.


Two Methods of License Tests.

There are two methods to getting licenses in GT:

• Get them all at once before racing?
• Get the needed licenses and go racing after getting the license?

If the first method is to your liking, this will allow you to learn the most about the game without needing to return to the License menu. If the second method is to your liking, then you will need to come back to get the other needed licenses once you are done with the all the races for which a certain championship/race requires. I prefer you get all of your licenses before doing ANY racing. This way, you won't have to keep going back to the license area.

Another thing I would prefer- don't worry about going all-Gold. Sure, it is a great accomplishment to ace every license test (you also win new cars for all-Gold), but only worry about trying to win the licenses before thinking about trying to better your performance. I recommend you just get your licenses rather than worry about getting gold in all license tests.





--- Gran Turismo 1: B-License Overview ---

The B-Grade License demonstrates your ability to properly operate and race a car. Each of the eight tests in Gran Turismo 1 will help you to hone your driving skill. You can not become Gran Turismo World Champion if you don't have a license. So make sure to take care of this test early to have ANY hope of becoming any kind of Gran Turismo champion. Or... you can just endlessly race the Spot Race where, you earn no cars or achieve any real glory. It's up to you. Get your B-License, or why EXACTLY did you buy this game?

Contents:
• Starting and Stopping 1
• Starting and Stopping 2
• Basics of Cornering 1
• Basics of Cornering 2
• Basics of Cornering 3
• Basics of Multiple Cornering 1
• Basics of Multiple Cornering 2
• B-License Final Test

B-1: Starting and Stopping 1.

Game Description:
"Accelerate away from the starting point and come to a complete stop within the goal area situated 1,000 meters away. You will fail the test if you exceed the goal area, or if you exceed the time limit.
The test car is a Mazda Demio.
The time limit is 36 seconds."

License Times:
GOLD - 34.750
SILVER - 35.200
BRONZE - 36.000

My Advice: There is no need to steer your car in this test (unless you want to intentionally fail). This test concerns your ability to start and stop a car. Your Mazda Demio is in no way a sports car. Therefore, don't expect to blast down the 1000m road with blistering speed. Remember- you need to get up to speed and then come to a complete stop in the finishing area. Start thinking about where to brake once you pass the 800m mark.


B-2: Starting and Stopping 2.

Game Description:
"Accelerate away from the starting point and come to a complete stop within the goal area situated 1,000 meters away. The car in this test is more powerful than in the previous test, so you will have to start applying your brakes earlier.
The test car is a Mitsubishi GTO.
The time limit is 27 seconds."

License Times:
GOLD - 26.400
SILVER - 26.700
BRONZE - 27.000

My Advice: The same advice from the previous test applies to this one. Just remember that you need to brake quicker since this Mitsubishi is much more powerful than the Demio.


B-3: Basics of Cornering 1.

Game Description:
"Accelerate away from the starting point down the straightaway, turn on the first corner, and then go through the finishing gate on top of the hill. Try and keep a smooth racing line. You will fail immediately if you leave the track.
The test car is a Honda del Sol.
The time limit is 30 seconds."

License Times:
GOLD - 28.150
SILVER - 28.500
BRONZE - 30.000

My Advice: You will be racing the first corner of Deep Forest in a front-wheel drive car. Try to attack this corner by keeping a smooth line. Front-wheel drive offers great traction and is almost unable to spin out. Take advantage of your FWD car and make the most of its handling characteristics to clear this test.


B-4: Basics of Cornering 2.

Game Description:
"Accelerate away from the starting point down the straightaway, turn on the first corner and then go up through the finishing gate on top of the hill. Try and keep a smooth racing line. You will fail immediately if you leave the track.
The test car is a Nissan Silvia.
The time limit is 26 seconds."

License Times:
GOLD - 24.800
SILVER - 25.500
BRONZE - 26.000

My Advice: You will be racing the first corner of Deep Forest. This time, in a rear-wheel drive car. Acceleration and weight distribution will be much improved going from the FWD Honda to this Silvia. You will get up to speed quicker since the Silvia is a much faster car. Be careful- if you accelerate too quickly in a RWD car, you will spin out. Accelerate carefully when exiting the corner, and you'll do just fine.


B-5: Basics of Cornering 3.

Game Description:
"Accelerate away from the starting point down the straightaway, turn on the first corner and then go through the finishing gate on top of the hill. Try and keep a smooth racing line. You will fail immediately if you leave the track.
The test car is a Mitsubishi GTO.
The time limit is 25 seconds."

License Times:
GOLD - 23.650
SILVER - 24.300
BRONZE - 25.000

My Advice: The Mitsubishi GTO (or 3000GT) will take on the same first corner of Deep Forest. Remember that the GTO is four-wheel drive. Great traction and acceleration is expected with a 4WD car. Remember that 4WD cars can be heavier than their FWD and RWD counterparts. Make sure you don't get too much speed going into this section. Otherwise, your GTO will do a little off-road racing... and you'll fail.


B-6: Basics of Multiple Cornering 1.

Game Description:
"Accelerate away from the starting point, go around the S-bend while maintaining a smooth racing line and go through the finishing gate. You will fail immediately if you leave the track.
The test car is a Mitsubishi FTO.
The time limit is 28 seconds."

License Times:
GOLD - 26.350
SILVER - 27.000
BRONZE - 28.000

My Advice: The S-bend of High Speed Ring will be raced on here. In it, you will need to properly navigate this section with a solid racing line. Your car is front-wheel drive, so you will need to drive the course in a consistent manner to deliver the best time.


B-7: Basics of Multiple Cornering 2.

Game Description:
"Accelerate away from the starting point, go around the S-bend while maintaining a smooth racing line and go through the finishing gate. You will fail immediately if you leave the track.
The test car is a Nissan Silvia.
The time limit is 27 seconds."

License Times:
GOLD - 25.750
SILVER - 26.300
BRONZE - 27.000

My Advice: Use the Nissan Silvia on the same course that you just ran with the FTO. A rear-wheel drive car has a tendency to get out from underneath you if you accelerate too hard out of corners. The S-Bend at High Speed Ring will definitely make you pay if you accelerate too hard and too quickly. So take it easy and drive smart.

B-8: B-License Final Test.

Game Description:
"This is a time trial on the full course of High Speed Ring. Start from the start/finish line and complete one lap of the course.
The test car is a Mazda Eunos Roadster.
The time limit is one minute 22 seconds."

License Times:
GOLD - 1:19.500
SILVER - 1:20.500
BRONZE - 1:22.000

My Advice: You will be racing all of High Speed Ring in a Mazda Eunos Roadster (or the Miata) in a one-lap time trial. This car is just right to race since it is not too powerful and not too fast. Learn the flow of the track and adjust your driving style to clear this course successfully. The only real problem area is the S-Bend. Handling this section plays a huge role in how your lap time eventually shapes out.


Congratulations! You got yourself a B-License! :)





There are two more licenses to go, so make sure to read the full blog entry to check out my look at the A and International A licenses! Disregard this line if you are reading the full blog entry.






--- Gran Turismo 1: A-License ---

The next step is to earn your A-License. Most of the races require an A-License, so getting this is quite important. The B-License tests demonstrate your basic abilities to operate and race a car. The A-License tests help you to become more aggressive and tactical racing a car. It is very important to hone your skills here because you will need them for the tougher races and for the International-A license tests.

Contents:
• Practical Cornering 1
• Practical Cornering 2
• Practical Cornering 3
• Handling Multiple Corners 1
• Handling Multiple Corners 2
• Handling Multiple Corners 3
• Advanced Techniques
• A-Class License Final Test


A-1: Practical Cornering 1.

Game Description:
"Accelerate away from the starting point, turn on the first corner and go through the finishing gate. Watch out as the straightaway is longer than the previous tests, and you will be entering the corner at a higher speed.
The test car is a Toyota Supra RZ.
The time limit is 34 seconds."

License Times:
GOLD - 32.400
SILVER - 33.000
BRONZE - 34.000

My Advice: You will be racing the final corner, the front stretch, and the first corner of Deep Forest in a powerful Toyota Supra RZ. The beautiful thing about Deep Forest's final corner is that you don't even need to do any hard braking to power out of the corner. Pick up loads of speed blasting down the front straight, but be ready to pump the brakes hard as you enter Turn 1 of Deep Forest. The Supra has a tendency to slide out of control if you aren't careful (due to its tall rear spoiler). So make sure you take proper care when entering and exiting this corner.


A-2: Practical Cornering 2.

Game Description:
"Accelerate away from the starting point, turn on the first corner to the right and go through the finishing gate. Watch out as the straightaway is longer than the previous tests, and you will be entering the corner at a higher speed.
The test car is a Toyota Supra RZ.
The time limit is 26 seconds."

License Times:
GOLD - 24.760
SILVER - 25.200
BRONZE - 26.000

My Advice: Autumn Ring is your next course as you use the same Supra RZ from the previous test. You will be using the front stretch and the super-tight hairpin bend that comprises Turn 1 of Autumn Ring. The car will get crazy unstable in the corner. You need to be ready to gather up this car and keep it stable as you enter the corner. Otherwise, you will fail. Autumn Ring is NOT an easy course.


A-3: Practical Cornering 3.

Game Description:
"Accelerate away from the starting point, and turn on the first tight corner to the right. Be careful going around the corner as the car will swerve to the left on braking, making it unstable.
The test car is a Mazda RX-7.
The time limit is 44 seconds."

License Times:
GOLD - 42.800
SILVER - 43.200
BRONZE - 44.000

My Advice: This test demonstrates your ability to handle a series of corners using a Mazda RX-7 and racing Grand Valley Speedway. This course begins out of the chicane after the third tunnel and ends at Grand Valley's first hairpin. Use a smooth racing line through the first part of the course to get enough speed heading into the hairpin. When reaching the hairpin, keep the car stable as you navigate Grand Valley's decisive hairpin.


A-4: Handling Multiple Corners 1.

Game Description:
"Go efficiently around a complex series of multiple corners. The aim is to raise the overall average speed of all sections, without slowing down.
The test car is a Nissan Skyline GT-R.
The time limit is 39 seconds."

License Times:
GOLD - 37.400
SILVER - 38.300
BRONZE - 39.000

My Advice: DO NOT be surprised if you fail this test on your first try or in multiple tries. If you have played Gran Turismo 3, this is the same B-License final test. In fact, this test has come up quite often in GT games. You will be racing Trial Mountain. After crossing a little underpass, you will be piloting your GT-R through one tunnel. A series of blind corners await you with all of the high rock formations. You will need to pick a racing line carefully here. This test is tough, so prepare to fail a few times before you finally get it right. Learn to steadily improve your racing line and your racing skill as you go along. Eventually, you'll be fast enough to earn a prize. DON'T GIVE UP!

A-5: Handling Multiple Corners 2.

Game Description:
"This is a test of several high-speed S-bend corners followed by a sharp left turn. The aim is to raise your exit speed as you come out of the last corner. You will receive large time penalties if you touch the walls.
The test car is a Honda Prelude.
The time limit is 32 seconds."

License Times:
GOLD - 30.200
SILVER - 30.700
BRONZE - 32.000

My Advice: With your Honda Prelude, you will be racing Grand Valley Speedway. This test consists of the first few corners exiting the sweeping lefts and rights of the first half of Grand Valley. The course ends with a blast through the first tunnel. The Prelude is quite powerful for a FWD car, so getting up to speed quickly won't be a problem. Find a great racing line to go fast here. The biggest problem is the final corner of this test section. Get up to speed quickly as you go through the tunnel. As a high-speed tip, stay straight as you head into the finish gate (rather than turn right just to stay on the track). By making a daredevil speed pass through the gate, you may shave a few extra seconds of your lap time. Just make sure you don't fly off the track trying to gain extra speed through the finish gate.

A-6: Handling Multiple Corners 3.

Game Description:
"Take the multiple corners which come after the track's high speed sections. Be careful at the first tight turn to the right, as the car will swerve to the left and slow down, making it unstable. It is also important to keep a good racing line.
The test car is a Toyota MR2.
The time limit is 27 seconds."

License Times:
GOLD - 26.150
SILVER - 26.500
BRONZE - 27.000

My Advice: The track here is Deep Forest, and you will be racing the tricky and twisty roads after Turn 1 in a Toyota MR2. This is the only test involving a mid-engine/RWD car. Mid-engine cars are great for racing. The weight of the engine around the rear axle with the rear driving the car makes MR cars great to handle with. However, they take great skill to successfully navigate around a course. You are about to learn this the hard way using the twisty portion of Deep Forest. Keep a solid line while also trying to maintain a decent amount of speed.


A-7: Advanced Techniques.

Game Description:
"Do five laps of this small specially built course, which has a lap length of 100 meters. You will need to use low-speed sidebraking techniques and be able to change direction quickly without spinning.
The test car is a Subaru Impreza.
The time limit is 33 seconds."

License Times:
GOLD - 29.500
SILVER - 31.000
BRONZE - 33.000

My Advice: You will be using the front straight of Grand Valley here. The front stretch has been converted to a makeshift skidpad. Use your Subaru Impreza and its boxer/horizontally-opposed engine power to properly navigate this course. You should have no problem with this 100m skidpad as long as you keep a fast line around the course.


A-8: A-Class License Final Test.

Game Description:
"Turn on the first right-handed corner, followed by a high-speed section and a right-handed hairpin bend. This is a difficult test which requires you to take two tight corners at high speed.
The test car is a Toyota Supra RZ.
The time limit is one minute and 8 seconds."

License Times:
GOLD - 1:05.000
SILVER - 1:06.000
BRONZE - 1:08.000

My Advice: You will be racing an extended version of A-3. Only this time, you are using a Toyota Supra. And instead of racing up to the first hairpin, you will have to contend with the tighter and slower second hairpin. Take what you learned from A-3 and apply those skills to the first section and the first hairpin. After the first hairpin, try to weave your way around the sweeping corners that follow in preparation for the much tougher second hairpin. Take the second hairpin and power out of the second hairpin to clear this test.

Enjoy your A-License, mate! :)



--- Gran Turismo 1: International A-License Overview ---

Gran Turismo's final license challenge requires you to complete one lap around a course using either a TVR Griffith 4.0 or a Dodge Viper GTS. All you have learned from previous tests will help you in passing each of the license tests. Very little useful information is provided in most of the description of each license (except the last two). It's good you came to my blog for help! :) I will at least tell you what to look out for as I had a chance to race these courses myself in GT1 in preparing this blog post.

Contents:
• High Speed Ring Time Trial
• Special Stage Route 5 Time Trial
• Grand Valley Time Trial
• Deep Forest Time Trial
• Autumn Ring Time Trial
• Trial Mountain Time Trial
• SS Route 11 Time Trial
• IA-Class License Final Test


IA-1: High Speed Ring Time Trial.

Game Description:
"Your lap time from the start/finish line will be measured. Since this is a time trial on a full course, all the driving techniques you have learned are required.
The test car is a TVR Griffith.
The time limit is one minute 7 seconds."

License Times:
GOLD - 1:03.990
SILVER - 1:05.200
BRONZE - 1:07.000

My Advice: High Speed Ring will be raced on using the TVR Griffith. This is a car as light as a compact car but with two to three times more horsepower. Remember how you did with the Miata around High Speed Ring? Apply those same skills with a much more powerful machine. Just remember that this is a more powerful car and that this car is MUCH more twitchy than the Miata you raced in the B-License final. Take advantage of this car's power and handling and deliver a solid lap time. Bronze shouldn't be hard to come by here.


IA-2: Special Stage Route 5 Time Trial.

Game Description:
"Your lap time from the start/finish line will be measured. Since this is a time trial on a full course, all the driving techniques you have learned are required.
The test car is a Dodge Viper.
The time limit is one minute 30 seconds."

License Times:
GOLD - 1:16.350
SILVER - 1:27.000
BRONZE - 1:30.000

My Advice: The highways of Special Stage Route 5 will be your license course here for IA-2, and your car is a Dodge Viper GTS. The Viper has incredible amounts of torque from its meaty V10 engine. The Viper is also a very good road racing car. So take advantage of this car's torque to race this course precisely. Keep a speedy racing line in the tunnel while also weaving properly through the next set of corners. As you enter the section that would normally lead to Clubman Stage Route 5, remember not to go too wide, or you will end up hitting the outside tire wall. More weaving needs to be done as you approach the very slow hairpin. This is a street course, so remember that almost every corner is blind. Pick up loads of speed driving underneath a freeway. After this blast, make perfectly sure to navigate each of the tough right-left-right corners afterwards. Get a smooth exit out of the final corner to blast down the Start/Finish straight with enough speed to pass this test.


IA-3: Grand Valley Time Trial.

Game Description:
"Your lap time from the start/finish line will be measured. Since this is a time trial on a full course, all the driving techniques you have learned are required.
The test car is a TVR Griffith.
The time limit is two minutes 3 seconds."

License Times:
GOLD - 1:57.880
SILVER - 1:59.900
BRONZE - 2:03.000

My Advice: Grand Valley is your race track as you will go back to the beautiful TVR Griffith 4.0. This car is much more stable in the corners than the RX-7 and the Supra you've raced previously in the A-License tests, so don't worry about not having a solid car to take on these corners. This car is very adaptive and races this course very well. Make good use of its handling characteristics to clear this course quickly. The most important tip for a solid time: try to complete this course in less than two minutes. Pat yourself on the back even if you clear this course with a time of 1:59.999.


IA-4: Deep Forest Time Trial.

Game Description:
"Your lap time from the start/finish line will be measured. Since this is a time trial on a full course, all the driving techniques you have learned are required.
The test car is a Dodge Viper.
The time limit is one minute 24 seconds."

License Times:
GOLD - 1:18.630
SILVER - 1:20.500
BRONZE - 1:24.000

My Advice: If a tree falls in a forest and no one is around to hear it, does it make a sound? If a Dodge Viper GTS blasts around Deep Forest, will Deep Forest ever be the same again? The Viper is back as you take its high torque engine around for a blast through the forest. Get a good run out of the first twisty roads to head into the tunnel with some momentum. Continue that run with a good amount of speed heading into the second tunnel. Next, face the undulating road ahead while keeping the Viper stable. Go full speed down the backstretch as the Viper goes upwards to almost 140 mph before three successive fast corners (all left corners). A powerful exit out of the final corner will help you get the most speed out of the Viper as you clear the Start/Finish line.


IA-5: Autumn Ring Time Trial.

Game Description:
"Your lap time from the start/finish line will be measured. Since this is a time trial on a full course, all the driving techniques you have learned are required.
The test car is a TVR Griffith.
The time limit is one minute 24 seconds."

License Times:
GOLD - 1:20.240
SILVER - 1:21.100
BRONZE - 1:24.000

My Advice: Let's get one thing straight- I hate Autumn Ring. The corners are so off-balanced and off-beat and lack and really consistent flow. Using the TVR should make things a lot more manageable. Take advantage of the lightweight and nimble TVR to post the fastest times. This car handles Autumn Ring very well. Learn the nuances of its handling to take this course on at full speed and with precision. Just be alert at all times because this track CAN and will catch you off-guard if you are not alert at all times. Cut into the corners deep, even grazing the curbs far inside of each corner. Keep the car stable as you go through the loop. This track is completely off-balance, but this car can take it. Make good use of this car's performance to slay this nightmarish track.


IA-6: Trial Mountain Time Trial.

Game Description:
"Your lap time from the start/finish line will be measured. Since this is a time trial on a full course, all the driving techniques you have learned are required.
The test car is a Dodge Viper.
The time limit is one minute 33 seconds."

License Times:
GOLD - 1:28.540
SILVER - 1:29.500
BRONZE - 1:33.000

My Advice: This test features your ability to race Trial Mountain with a powerful Dodge Viper GTS. This car handles Trial Mountain pretty well. Make sure to take advantage of its powerful engine and effortless handling to deliver the best times. Remember that Trial Mountain is twisty and feels more like a rally course than a proper road racing circuit. How you handle the multiple corners determines your lap time. Cut deep into some of the corners to make the most of this track's rough character. Always think about the corner ahead while making sure to take the coming corners effectively. This one will not be easy.


IA-7: SS Route 11 Time Trial.

Game Description:
"Your lap time from the start/finish line will be measured. This is a long and complicated course. Study the course and try to achieve the lowest possible time.
The test car is a TVR Griffith.
The time limit is two minutes 14 seconds."

License Times:
GOLD - 2:06.330
SILVER - 2:10.000
BRONZE - 2:14.000

My Advice: You have never raced Special Stage Route 11 up to this point. Since this is a new course among the license tests, you will need to learn this course on the fly with a very suitable car. The TVR is back again, and you will be using it for the final time in this license test series. The nimble handling of this car will mean that you will have little or no problem to handle the many tight corners of SS Route 11. The most critical parts of the track to get right (in order) are the bus stop chicane under the Start/Finish freeway, the very slow hairpin after the bridge, the hairpin leading onto the industrial section, and the right-left chicane that leads onto the front stretch. Try to go for times below 2:10.000, and you will need to do a lot more to surpass the Gold time of 2:06.330.


IA-8: IA-Class License Final Test.

Game Description:
"Your lap time from the start/finish line will be measured. This is the Grand Valley course done backwards, so there is a series of unfamiliar corners. Try to keep a smooth racing line without losing speed.
The test car is a Dodge Viper.
The time limit is one minute 59 seconds."

License Times:
GOLD - 1:55.428
SILVER - 1:56.600
BRONZE - 1:59.000

My Advice: You will be racing Grand Valley. This time, with a Dodge Viper and on the Reverse layout. This means you will face the second half of the course first. You will be facing the sweeping corners along with the very tight chicane first. Enter the tunnel with a good amount of speed as you then reach the bridge. Watch your line as you reach the second tunnel. The final tunnel leads to that very tight corner (which is a right instead of a left). Take on the tight hairpin carefully. The next few roads before the final hairpin (Turn 1 of the normal course) must be taken smoothly to make the most of your final lap time. This will not be easy. Take your time here and learn on the fly.


All your license are belong to you! Congratulations!





Thank you for reading! This may be edited to ensure further quality material.

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