Showing posts with label GT2. Show all posts
Showing posts with label GT2. Show all posts

Wednesday, 30 December 2015

Races of Gran Turismo 2

The Simulation Disc of Gran Turismo 2 showcases a host of races for you to take part in. For some of the early races in GT2, a license is not required. However, to complete the game, you need to make sure you have all of your licenses ready in taking on the rigors GT2 has to offer for you on the Simulation Disc. So make sure to get more licenses. If you need a little advice on clearing license tests, visit my blog post featuring GT2's license tests.

(NOTE: This blog post only concerns the official races, not the One-Make races.)





--- Races of Gran Turismo 2 at a Glance ---
Gran Turismo 2 GTF
^ Gran Turismo 2's Gran Turismo Foundation features four great classes to challenge your racing abilities.

The Gran Turismo League, Special Events, Rally Events, and Endurance races all feature many ways to go racing in GT2. The majority of your racing is in this lineup of events. You will need to remember to keep your horsepower within regulation of the required horsepower limits to enter.


Gran Turismo League.

The GT League features three tiers of racing. It begins with six different Nationals you must clear. These are basic races featuring mostly cars from certain nationalities. The next tier is the Euro-Pacific League. Here, you battle against cars from European makes in the Euro League, and against Japanese and American cars in the Pacific League. The chosen few compete in the greatest of all races- the Gran Turismo World League. It is a five-race series featuring some of the finest race cars in Gran Turismo 2. This is where you will get your kicks racing on a proper stage of racing.

Special Events.

Special Events are limited to certain types of vehicles. In it, you will face a great variety of cars and tracks to push your racing skills further. This is where you will do a vast majority of your racing in GT2. Many races have horsepower restrictions, but some others have restrictions on drivetrain and aspiration. Therefore, it is not required for you to have a certain kind of car to meet most regulations. So for example, you could race the Station Wagon Cup in a 1997 Acura NSX (as long as it is within the horsepower regulations). You can race a car from the 1970s or the 1990s in the '80s Sports Car Cup. There are no legit limitations for any series unless a series specifically calls for a certain restriction.

Rally Events.

All Rally Events require you to complete a one-lap time trial against a ghost. If you beat the ghost's time, you win the event. Each of the nine events feature three races against a certain opponent car. An A-License is the bare minimum to compete in these races.

Endurances.

While GT1 had three endurances, Gran Turismo 2 challenges you to seven endurance races. The same ability to endure will be tested substantially in this series of endurance races. Take note of the various horsepower restrictions for those who have horsepower restrictions. At the least, an International B license is required.


These are the four classes of racing in Gran Turismo 2. It is now time to delve further into these races.



--- Races of Gran Turismo 2: Gran Turismo League ---
Official racing events of Gran Turismo 2.

Nationals.

On your way to reaching the pinnacle of Gran Turismo racing, you must start out in the Nationals. A dark hint... you do not need to have a car of a certain nationality for each National. So in other words, you can bring a Japanese car to the U.S. Nationals and still win. Each race is two laps long. No cars are rewarded for winning each race. In brackets are the license requirements. In braces {} are the money prizes for each position from 1st to 6th.

--- Japan Nationals (at Midfield Raceway) ---
* [B] 197hp limit - {4000, 1000, 500, 400, 300, 200}
* [A] 295hp limit - {5000, 2000, 1500, 1000, 500, 300}
* [A] 345hp limit - {7000, 5000, 2000, 1000, 700, 500}

--- U.S. Nationals (at Laguna Seca) ---
* [B] 246hp limit - {4000, 1000, 500, 400, 300, 200}
* [A] 295hp limit - {5000, 2000, 1500, 1000, 500, 300}
* [A] 394hp limit - {7000, 5000, 2000, 1000, 700, 500}

--- French Nationals (at Tahiti Road) ---
* [B] 246hp limit - {4000, 1000, 500, 400, 300, 200}
* [A] 295hp limit - {5000, 2000, 1500, 1000, 500, 300}

--- U.K. Nationals (at Trial Mountain) ---
* [B] 197hp limit - {4000, 1000, 500, 400, 300, 200}
* [A] 345hp limit - {5000, 2000, 1500, 1000, 500, 300}
* [A] 394hp limit - {7000, 5000, 2000, 1000, 700, 500}

--- Italian Nationals (at Rome Short Circuit (B) and Rome Circuit (A)) ---
* [B] (at Rome Short) 197hp limit - {4000, 1000, 500, 400, 300, 200}
* [A] (at Rome Circuit) 295hp limit - {5000, 2000, 1500, 1000, 500, 300}

--- German Nationals (at Deep Forest Raceway) ---
* [B] 216hp limit - {4000, 1000, 500, 400, 300, 200}
* [A] 295hp limit - {5000, 2000, 1500, 1000, 500, 300}
* [A] 443hp limit - {7000, 5000, 2000, 1000, 700, 500}


Euro-Pacific.

The next step in the GT League is to go through the Nationals. Here, you race against cars of certain nationalities across various courses. Remember that there are no restrictions towards what nationality of car you have. Bonus cars are awarded for victory in each stage. Each race is three laps long. An International B license is required to compete on this level.

--- Euro League (German, Italian, British, and French cars) ---
* Apricot Hill - 591hp limit - {10000, 7000, 3000, 2000, 1000, 500}
* Grand Valley - 591hp limit - {10000, 7000, 3000, 2000, 1000, 500}
* Rome Circuit - 591hp limit - {10000, 7000, 3000, 2000, 1000, 500}

--- Pacific League (Japanese and American cars) ---
* Midfield Raceway - 542hp limit - {10000, 7000, 3000, 2000, 1000, 500}
* Seattle Circuit - 542hp limit - {10000, 7000, 3000, 2000, 1000, 500}
* Laguna Seca - 542hp limit - {10000, 7000, 3000, 2000, 1000, 500}


Gran Turismo World League.

The final challenge for you to conquer is in the Gran Turismo World League. This is a five-race championship featuring some of the fastest cars in the game. Do you have what it takes to conquer Gran Turismo racing and become World Champion? Prepare to earn your stripes here. Each race is five laps long. There are no horsepower restictions. An International A license is required to compete.

RACES:
* Trial Mountain
* Laguna Seca Raceway
* Apricot Hill
* Rome Circuit
* Midfield Raceway

Prize Money in Races: 25000, 10000, 5000, 3000, 2000, 1000
Prize Money to Champion: 150000





More reading to come, so make sure you're reading the full blog post to see everything! If not, click on "Read More" to see the remainder of this blog post!







--- Races of Gran Turismo 2: Special Events ---
Most of your racing is done in the Special Events section. These are races divided up among kinds of automobiles. There are a minimum of three races and a maximum of five. To win in these races, you must demonstrate your ability to win in any of the given races featured here.

--- Page 1 of 4 ---

Sunday Cup.

To begin your racing journey through Gran Turismo 2, start off in the Sunday Cup. The races last for only two laps. No license is required.
* Tahiti Road - {3000, 1000, 500, 400, 300, 200}
* High Speed Ring - {4000, 1500, 1000, 700, 400, 200}
* Red Rock Valley - {5000, 2000, 1500, 1000, 500, 300}

Clubman Cup.

The next series of races feature some tougher races with some higher payouts on the line. Take on some tougher competition on three European city courses. Each race is two laps long.
* Rome Short - {5000, 2000, 1500, 1000, 500, 300}
* Grindelwald - {6000, 3000, 2000, 1000, 500, 300}
* [B] Rome Circuit - {7000, 5000, 2000, 1000, 700, 500}

FF Challenge.

Test your ability to race and use front-wheel drive cars. These cars offer great traction, but do not allow you to get very aggressive racing them. You will therefore have to learn the limits that front-wheel drive (or as haters call them, wrong-wheel drive) cars provide. The races last only two lap races. Only front-wheel drive cars can race in this event.
* [B] Tahiti Road - 295hp limit - {5000, 2000, 1500, 1000, 500, 300}
* [A] Midfield Raceway - 345hp limit - {6000, 3000, 2000, 1000, 500, 300}
* [IC] Trial Mountain - 394hp limit - {7000, 5000, 2000, 1000, 700, 500}

FR Challenge.

Perhaps the best drivetrain for racing is a front-engine car with rear-wheel drive. The advantage of this drivetrain is that you get great weight balance and great control. The front gives you pull in a FR car while the rear gives you that push. However, rear-wheel drive cars can snap on you if you spin out. The races last only two laps. Only front-engine/RWD cars can enter.
* [A] Clubman Stage Route 5 - 295hp limit - {5000, 2000, 1500, 1000, 500, 300}
* [IC] Special Stage Route 5 - 443hp limit - {6000, 3000, 2000, 1000, 500, 300}
* [IB] Midfield Raceway - 493hp limit - {7000, 5000, 2000, 1000, 700, 500}

Mid-Engine Challenge.

Mid-engined cars take great precision to handle. They can be absolutely fragile and disasterous if handled poorly. Make sure to pick out a good car to go race with. Think of tuning up your Toyota MR2 or your Acura NSX before competing here. The races last only two laps. Only mid-engined cars with RWD can compete.
* [IC] Grand Valley East - 345hp limit - {5000, 2000, 1500, 1000, 500, 300}
* [IB] High Speed Ring - 493hp limit - {6000, 3000, 2000, 1000, 500, 300}
* [IA] Red Rock Valley - 591hp limit - {15000, 5000, 2000, 1000, 500, 300}

4WD Challenge.

While not considered great drivetrains for road racing, 4WD cars offer both the traction of front-wheel drive with the accleration and push of RWD cars. Take advantage of this best-of-both-worlds drivetrain in three different races to test your 4WD racing ability. You will be racing three American courses here in two-lap races. Only four-wheel drive cars can race in this series.
* [A] Seattle Short - 345hp limit - {5000, 2000, 1500, 1000, 500, 300}
* [IC] Seattle Circuit - 394hp limit - {6000, 3000, 2000, 1000, 500, 300}
* [IA] Laguna Seca - 690hp limit - {15000, 5000, 2000, 1000, 700, 500}


--- Page 2 of 4 ---

Light-weight "K" Cup.

Call them anything but toys- Kei cars are for you to race in this series. Your ability to race these underpowered and small cars will be put to the test in this series of races taking you to three different parts of the world. Only one race does not require a license.
* Rome Short - 147hp limit - {5000, 2000, 1500, 1000, 500, 300}
* [B] Seattle Short - 98hp limit - {6000, 3000, 2000, 1000, 500, 300}
* [A] Tahiti Road - 98hp limit - {7000, 5000, 2000, 1000, 700, 500}

Compact Car World Cup.

Racing some of the best compact cars in the world, you will be racing three different courses in two-lap races. Make the most of the handling and performance capabilities of compact cars with this three-race series.
* [B] Rome Short - 246hp limit - {4000, 1500, 1000, 700, 400, 200}
* [B] Seattle Short - 246hp limit - {4000, 1500, 1000, 700, 400, 200}
* [B] Autumn Ring - 246hp limit - {4000, 1500, 1000, 700, 400, 200}

Luxury Sedan Cup.

The Luxury Sedan Cup features premium luxury cars in a three-race series. You will need to understand that while these cars may be powerful, they are very heavy, and therefore require some great finesse to properly race. Make good use of these cars' horsepower and their handling abilities to win.
* [A] Rome Circuit - 394hp limit - {5000, 2000, 1500, 1000, 500, 300}
* [IC] Special Stage Route 5 - 493hp limit - {6000, 3000, 2000, 1000, 500, 300}
* [IB] High Speed Ring - 591hp limit - {10000, 5000, 2000, 1000, 700, 500}

Muscle Car Cup.

Go old school wtih old school American muscle. The opposition are all ground-shaking, growling beasts. Get ready for some great muscle car racing in this all-American series! Each race is in the United States and are two laps long.
* [IA] Seattle Short - {7000, 5000, 2000, 1000, 700, 500}
* [IA] Seattle Circuit - {8000, 6000, 2500, 1500, 800, 500}
* [IA] Laguna Seca - {10000, 7000, 3000, 2000, 1000, 500}

Convertible Car World.

Convertibles can be more than just fun machines on a warm day- they can even be great racing cars. At least, you will be doing some racing against convertibles here. The tops may not come down on these convertibles and roadsters, but you can still go race these machines as hard as you can across three different tracks. Two-lap races comprise this three-race series.
* [A] Tahiti Road - 246hp limit - {7000, 5000, 2000, 1000, 700, 500}
* [IB] Grindelwald - 345hp limit - {8000, 6000, 2500, 1500, 800, 500}
* [IA] Trial Mountain - 591hp limit - {15000, 7000, 3000, 2000, 1000, 500}

Historic Car Cup.

Take some backroads through automobile history with this championship. You will be racing against some vintage automobiles all ready for racing. Find some historic cars to go race in and enjoy vintage racing to the max! Three races at two laps each await you here.
* [A] Tahiti Road - 246hp limit - {7000, 5000, 2000, 1000, 700, 500}
* [A] Rome Circuit - 295hp limit - {7000, 5000, 2000, 1000, 700, 500}
* [IC] Grindelwald - 394hp limit - {8000, 6000, 2500, 1500, 800, 500}


--- Page 3 of 4 ---

Station Wagon Cup.

In the Station Wagon (or Estate Car) Cup, you will be racing against station wagons in this series. Three two-lap races await you along with some station wagons set to do battle. Who said station wagons are exclusively grocery getters?
* [B] Rome Short - 394hp limit - {5000, 2000, 1500, 1000, 500, 300}
* [A] Super Speedway - 394hp limit - {6000, 3000, 2000, 1000, 500, 300}
* [IC] Special Stage Route 5 - 394hp limit - {7000, 5000, 2000, 1000, 700, 500}

'80s Sports Car Cup.

Take a tour through the '80s by racing against some '80s muscle. Prove your worth racing '80s sports cars in five races. They all last for three laps.
* [A] Trial Mountain - 197hp limit - {7000, 5000, 2000, 1000, 700, 500}
* [IC] Special Stage Route 5 - 345hp limit - {7000, 5000, 2000, 1000, 700, 500}
* [IB] Deep Forest - 345hp limit - {8000, 6000, 2500, 1500, 800, 500}
* [IB] Seattle Circuit - 394hp limit - {8000, 6000, 2500, 1500, 800, 500}
* [IB] Tahiti Road - 394hp limit - {10000m 7000, 5000, 2000, 1000, 500}

Grand Touring Car Trophy.

Welcome to the first of two high-level racing series in the Special Events lineup. Grand Touring cars are some of the fastest and most capable sports cars. You will try to prove your racing worth in three races all lasting for three laps each. Not to spoil anything, but you can get some great race cars here with victory in each of these races.
* [IC] Red Rock Valley - 394hp limit - {10000, 7000, 3000, 2000, 1000, 500}
* [IB] Grand Valley - 493hp limit - {20000, 12000, 8000, 5000, 3000, 800}
* [IA] Midfield Raceway - 591hp limit - {30000, 20000, 10000, 7000, 5000, 1000}

Pure Sports Car Cup.

Sports cars and only sports cars are the racing machines of choice here. If you invested enough money to purchase a great sports car, bring it here and take on five other sports cars in a real shootout of speed. Three races at two laps each will test your abilities in epic fashion.
* [A] Laguna Seca - 394hp limit - {7000, 5000, 2000, 1000, 700, 500}
* [IC] Deep Forest - 443hp limit - {8000, 6000, 2500, 1500, 800, 500}
* [IB] Trial Mountain - 591hp limit - {10000, 7000, 3000, 2000, 1000, 500}


--- Page 4 of 4 ---

Tuned NA Car No.1 Cup.

The world's best normally-aspirated car is... well, that's for you to decide. Big money is on the line for this three-race series. There are no horsepower restrictions. Each race lasts three laps and only naturally-aspirated cars can enter.
* [IA] Autumn Ring - {50000, 7000, 5000, 2000, 1000, 500}
* [IA] Grindelwald - {50000, 7000, 5000, 2000, 1000, 500}
* [IA] Laguna Seca - {50000, 7000, 5000, 2000, 1000, 500}

Tuned Turbo Car No. 1 Cup.

If you prefer turbo power, this is your race. The best turbo-powered and supercharged cars in the game will compete in this series. There are three races, each three laps long. The only horsepower limit is infinity. Only turbocharged and supercharged cars can compete in this series.
* [IA] Special Stage Route 5 - {50000, 10000, 5000, 3000, 2000, 1000}
* [IA] Test Course - {50000, 10000, 5000, 3000, 2000, 1000}
* [IA] Deep Forest - {50000, 10000, 5000, 3000, 2000, 1000}

Gran Turismo All-Stars.

Gran Turismo 2's best cars spanning a broad range of autos (mostly race cars) will contest among themselves in an intense five-race series. Each of the five races are five laps long. Bring a fast and capable car to this one. Otherwise, you'll have a tough time trying to get past these guys (and gals) in some lackluster car.
* [IA] Super Speedway - {50000, 30000, 20000, 10000, 5000, 1000}
* [IA] Special Stage Route 5 - {50000, 30000, 20000, 10000, 5000, 1000}
* [IA] Red Rock Valley - {50000, 30000, 20000, 10000, 5000, 1000}
* [IA] Rome Circuit - {50000, 30000, 20000, 10000, 5000, 1000}
* [IA] Laguna Seca - {50000, 30000, 20000, 10000, 5000, 1000}

Super Touring Car Trophy.

A basic economy car or a basic-looking road car can only be capable of so much. But when you make a racing example out of that car, the racing action can be just as fun as any other form of racing. Touring cars represents a style of racing where the cars are very close to their road-going counterparts in both performance and handling. Only difference is, these are pure racing machines through and through. Enter the exciting world of touring car racing with this series. There are five races, each lasting three laps.
* [IB] Apricot Hill - 493hp limit {15000, 7000, 5000, 2000, 1000, 500}
* [IB] Trial Mountain - 493hp limit {15000, 7000, 5000, 2000, 1000, 500}
* [IB] Laguna Seca - 493hp limit {15000, 7000, 5000, 2000, 1000, 500}
* [IB] Deep Forest - 493hp limit {15000, 7000, 5000, 2000, 1000, 500}
* [IB] Rome Circuit - 493hp limit {15000, 7000, 5000, 2000, 1000, 500}

GT 300 Championship.

One of only two championships in the Special Events series, the GT 300 championship features racing machines in the GT300 class of Super GT (formerly the JGTC). The GT300 cars are lesser-powered cars that are still a great joy to race. An exciting championship featuring five races at five laps each will test your abilities to survive in this frenzied racing series. Races begin on a rolling start. There is a 591 horsepower limit to this series.

RACES:
* Grand Valley East
* Laguna Seca
* Deep Forest
* Midfield Raceway
* Apricot Hill

Prize Money in Races: 15000, 8000, 5000, 2000, 1000, 500
Prize Money to Champion: 100000


GT 500 Championship.

You will be racing against the GT500 class of cars from Super GT (formerly the JGTC). There are no horsepower restrictions unlike the GT300 Championship. These cars are all powerful and a blast to drive and race. You will compete in five races all lasting five laps.

RACES:
* Laguna Seca
* Super Speedway
* Rome Circuit
* Trial Mountain
* Apricot Hill

Prize Money in Races: 50000, 15000, 5000, 4000, 3000, 1500
Prize Money to Champion: 200000



--- Rally Events ---
Rally racing in Gran Turismo 2 requires you to beat a Ghost Car in a time trial. There are either two kinds of drivers- winners and losers. You will need to beat the Ghost Car's time to win the event. There are no horsepower restrictions for any of the races. Your only concern is to beat the other racer's time in one lap. The winning money is shown in braces. Each race is listed based on the car you are racing against. So they listed in the format of (your car) vs. (the opponent's car). All of the cars you go up against are Racing Modified. Notes on what specific car you will be racing against will be in parentheses.

Green Forest.

* [A] vs. Astra SRi 2.0i 16V {5000}
* [IC] vs. Escort Rally Car {8000}
* [IB] vs. Focus Rally Car {10000}

Smokey Mountain South.

While not as exciting as Smokey Mountain North, this course still requires a great deal of concentration and focus to win.
* [A] vs. Storia {5000}
* [IC] vs. Delta Integrale {8000}
* [IB] vs. Delta {10000}

Tahiti Maze.

Get ready for the formidable challenge known only as Tahiti Maze. The beauty of French Polynesia boasts an imposing rally challenge in the form of Tahiti Maze. Prepare to earn your victory here!
* [A] vs. Celica (ST165 GT-Four model) {5000}
* [IB] vs. 206 Rally Car {10000}
* [IB] vs. Lancer Rally Car (Evo. V rally car, 1998) {10000}

Smokey Mountain North.

High speeds and epic jumps await you racing Smokey Mountain North. Get your frequent flyer miles racing this exciting course!
* [A] vs. Saxo {5000}
* [IC] vs. Megane Coupe {8000}
* [IB] vs. Impreza Rally Car (the 1999 Impreza rally car) {10000}

Tahiti Dirt Route 3.

To be named Tahiti Circuit in Gran Turismo 3, Tahiti Dirt Route 3 is all about a smooth-flowing off-road course that is not seriously challenging at all. It is a very fast course with not much in the way of difficult corners.
* [A] vs. Pulsar {5000}
* [IC] vs. Stratos {8000}
* [IB] vs. Corolla Rally Car {10000}

Pikes Peak Downhill.

The only true point-to-point rally course in Gran Turismo history, you will be racing Pikes Peak in the downhill direction. Pikes Peak is abbreviated in this game. So rather than a 10-minute climb up the mountain, you'll be racing for about maybe two or three minutes. You start from the top of the mountain down to the base in this series of races.
* [A] vs. 306 S16 {5000}
* [IC] vs. Stratos {8000}
* [IB] vs. Lancer Evo IV GSR {10000}

Pikes Peak Hill Climb.

Here's a dirty trick- just drive well with (a certain car), and you can win just about all the rally races with authority. Well, here is where your skills will REALLY be tested. Go up the mountain with some powerful cars. Pikes Peak is not going to be easy going uphill. See if you can beat THESE cars going up the mountain:
* [A] vs. RS200 Rally Car {5000}
* [IB] vs. Cultus Pikes Peak {25000}
* [IV] vs. Escudo Pikes Peak {25000}

Smokey Mountain North (Reverse).

You will be racing in the reverse configuration of Smokey Mountain North. Therefore, you will not get to enjoy the high-speed thrills in reverse as you have the original course.
* [A] vs. Pulsar (GTI-R 1991 model) {5000}
* [IC] vs. Celica (ST185 GT-Four RC model) {8000}
* [IB] vs. Lancer Rally Car (Evo. VI rally car, 1999) {10000}

Tahiti Dirt Route 3 (Reverse).

The last of the rally events takes back to Tahiti Dirt Route 3, in the Reverse direction. Quite competitive cars face you here, making this rally race in paradise more like trouble in paradise.
* [A] vs. Familia (Mazda BG Familia GT-R, 1992 model) {5000}
* [A] vs. Impreza Rally Car (Impreza WRX STi Version III, 1996) {5000}
* [IB] vs. Tigra Ice Race Car {10000}



--- Endurance Events ---
The ability to endure will be tested in this series of races. Gran Turismo 2 features seven endurance races on some of the game's toughest circuits. You need to set aside about 90 minutes or two hours to complete all of these races. You will need to pit for new tires in addition to trying to outlast the competition. Therefore, you may want to reconsider racing on Super Soft tires. Instead, go for a tire setup that will help you to last for the duration of the race. Make sure you have the right tire combination prior to starting each endurance because if you pick the wrong tire setup, you will have to live with that tire combination through the entirety of the race. Learn what setup is best for your car in a long-distance race by practicing and testing certain setups. An International B license is the minimum for these events. Bonus cars are awarded for victory in each of the seven endurances. Lots of money is on the line for victory in each race.

A brief description for each event will be provided. Horsepower restrictions (if any) will be provided in the description.


Laguna Seca 200 Miles.

Experience 200 miles around Laguna Seca (now known as Mazda Raceway Laguna Seca). Your opposition will mostly be JGTC GT500 class cars. This race lasts for 90 laps. The most important thing to remember when racing this track is to properly take the Corkscrew. It can be very easy to screw up here, and it will make you pay dearly for being careless. An International A license is required to compete in this race.

Prize Money: {350000, 200000, 150000, 100000, 50000, 10000}


Grand Valley 300km.

The signature endurance of Gran Turismo is the Grand Valley 300km. This race tests your ability to endure for 60 laps around the outstanding Grand Valley Speedway. The opposition you will face in this race are all pure sports cars. This endurance requires an International A license and is restricted to 690 horsepower. This race lasts about two hours.

Prize Money: {500000, 150000, 100000, 50000, 30000, 10000}


Rome Circuit 2 Hours.

The Millenium in Rome 2-Hour Endurance takes you around the streets of Rome in an outstanding endurance race. Here, you will be faced with all the nuances that make Rome Circuit so fearful from its blind corners and intense racing. Prepare to go for a wild ride on these streets. This is a 99-lap endurance featuring some of the fastest race cars in Gran Turismo 2. An International A license is required to race here.

Prize Money: {300000, 200000, 150000, 100000, 50000, 10000}


Apricot Hill 200km.

Here, you will be faced with the tricky Grand Prix-style racing facility known as Apricot Hill. Your opposition will mostly be high-powered sports cars and a bevy of powerful Japanese cars. This is an endurance race lasting 50 laps. An International B license is required, and all cars racing here must have no more than 591 horsepower.

Prize Money: {500000, 150000, 100000, 50000, 30000, 10000}


Trial Mountain.

A road runs over this mountain. Trial Mountain is open for business with an intense endurance around this tough course. Remember that Trial Mountain is intense and hilly with any number of surprises waiting for you. It will not be a cakewalk taking on this course. An International B license is required to race this endurance, and cars are limited to 295hp. The good news is that you don't need a super-powerful car to compete in this endurance. Considering what kind of character Trial Mountain brings, that's a GOOD thing.

Prize Money: {150000, 100000, 50000, 30000, 20000, 10000}


Seattle Circuit 100 Miles.

Seattle's undulating roads and intense corners will drive you crazy for 100 miles. You will be racing around this track for 40 laps against American muscle cars and other high-powered American sports cars. Victory will be tough to come by on the streets of Seattle. An International A license is required, and cars are limited to 591 horsepower.

Prize Money: {150000, 100000, 50000, 30000, 20000, 10000}


Special Stage Route 5 All-Night.

Gran Turismo's all-night festival is at Special Stage Route 5. This is the only night race among GT2's endurances. You must race on these streets and highways for 50 laps against some fast race cars. It is the longest night in Gran Turismo racing, and you'd better not sleep on the opportunity to make a huge splash with a victory. An International A license is required to race here.

Prize Money: {350000, 150000, 100000, 50000, 30000, 10000}


That concludes the lineup of Endurance races. Go race hard and remember to ENDURE!





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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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Sunday, 20 December 2015

Seattle Circuit

The Emerald City of Seattle, Washington, USA is the first American city to be featured in a Gran Turismo game. This Pacific Northwestern track is a technical street course complete with many elevation changes, fast straights, and more. This track has been in every Gran Turismo except GT1 and GT5. You can even race it in Tourist Trophy, but unable to race against three other riders. This American city provides a formidable challenge. According to what I've been reading, where the Kingdome is after the backstretch is nonexistent. Though the Kingdome was imploded back in March 2000, it is added to this course in Gran Turismo as a styling touch. The course began as an afternoon drive in Gran Turismo 2. Since Gran Turismo 3, however, the race takes place around sunset.




--- Seattle Circuit ---
Seattle Circuit
(map from: Gran Turismo 2)
Prepare for elevation changes, blind corners, not many curvy roads, high speeds, and a few of jumps on this classic GT course.

Seattle Circuit begins with a high-speed left-hand kink. Take it at full speed, but be ready to slow into just about first or second gear for the very slow, double-apex hairpin. You then go under the highway to make your way uphill after the next corner. That left-hand corner can be taken at full speed, and you can do the same for the next left-hander that has Smith Tower on the right. Three uphill jumps will follow. By the time you reach the second jump, you'll need to think about where to start braking hard so that you don't fly into the wall coming out of the third jump. The next order of business is to negotiate a right-hand kink followed by a fairly wide right-hand corner. The corners between this point and Intermediate 2 consist of a sharp right, a sharp left, and then a very sharp left going downhill. The undulating road will test the balance of your car. It is then full speed as you go uphill through Intermediate 2 down the backstretch. After coming up to where the Kingdome once stood (meaning that the Kingdome was imploded by the time GT3 rolled around), you need to think about where to start braking... and brake hard. You need to carve a smooth racing line that allows you to negotiate five straight 90 corners. Treat the first two 90 corners (right and left respectively) like a wide hairpin, then treat the left-handed corner like a chicane. The fourth and fifth corners should be treated like a smooth chicane. On the way to complete the lap, you must then negotiate a very sharp right-hand corner that leads under a freeway. A left-hand kink follows. Either stay straight to go into the pits, or you have to properly negoiate a very tricky 90 chicane which can completely make or break your lap. Blast ahead to the finish line to complete the lap.

Seattle will absolutely test your suspension and handling limits with its undulating roads and technical corners. It is a course that offers you no breaks. You have to be alert and consistent at all times to land the best lap times on such an abusive course as this one.



--- Seattle Circuit in Videos ---
This is a look at Seattle Circuit in GT games past. Check it out:

Gran Turismo 2.

(NOTE: Turn down or mute the volume for this video because it is loud)


Gran Turismo 3.

This is a racing video around Seattle:


Gran Turismo 4.

The :





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Rome Circuit (Classic)

While the ancient Romans had the Circus Maximus where contests of speed were contested among chariots, modern racers battle on the streets of Rome in modern horseless carriages at Rome Circuit. This track in Gran Turismo 2 and Gran Turismo 3 is one of the finest racing courses in any Gran Turismo game as well as being one of the finest city courses in GT history. It has a Grand Prix racing feel with its unique rhythm and style. Rome Circuit bears significance in the Gran Turismo series as it was the first GT track in a real-world location. I at least say it's the first because I seen it first featured in a Gran Turismo 2 demo. A key part of racing this course involves racing around the Roman Colosseum. In Gran Turismo 2, the "Millenium in Rome 2 Hour" event takes you around the streets of Rome, Italy for an intense endurance around lovely Rome. The same two-hour endurance would return for Gran Turismo 3, but that would be a proper timed endurance. With this look at Rome Circuit, I provide this blog post.

This blog post ONLY concerns Rome Circuit, not the Rome Short Course, not the Rome-Night course, and not Rome Circuit in Gran Turismo 5 (which I will refer to as "Neo-Rome Circuit"). That's why I am using "Rome Circuit-Classic" to describe this course apart from the GT5 variant.



--- Rome Circuit-Classic ---
Rome Circuit
As gladiators of old battled at the Colosseum many centuries ago, modern warriors battle on the streets of Rome in this classic course.

From the very first corner, its Grand Prix-type character shows itself in its layout. A series of sweeping corners start off the first portions of Rome Circuit. As you go uphill heading into the Colosseum, you'll need to start thinking about braking in what feels like a double-apex corner. A speedy section follows and leads into a very slow right-hand corner. The next corner after a slight uphill climb is a slightly less sharp right-hand corner. A fairly sharp left-hand corner follows going downhill. This left leads to a sweeping right that decreases in radius and bends left as part of a backstretch run. After a quick left kink, a sharp and wide right follows.

This track was designed for great high-level racing. Everything from touring cars to GT and even formula-type racing can be enjoyed at this wonderful course. It will test your handling limits for the most part with its many rhythm-based sections. Can you tame this great course?



--- Rome Circuit-Classic: Videos ---
Here is some video insight into the classic Rome Circuit in Gran Turismos 2 and 3.

Gran Turismo 2.

(WARNING: This video was recorded at a loud volume. Turn down your volume or mute the volume.)


Gran Turismo 3.

Gran Turismo 3's version features better graphics and even various road surfaces, allowing for a more realistic representation of Rome. The course is featured on a partly cloudy day for both the Normal and Reverse variants.







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Monday, 30 November 2015

Gran Turismo 2 License Tests

(UPDATED: September 8, 2014)

The license tests return for Gran Turismo 2. A collection of new cars and new challenges mean that you will need to try and drive harder to begin your quest towards becoming Gran Turismo World Champion. There are five licenses for you to acquire. If you clear the five licenses, a special sixth challenge awaits you- the Super License! First things first, though- you have to get all of your licenses in order. You now have three degrees of International licenses. Unlike in Gran Turismo 1's license tests, you now can do license tests in racing cars. You also have some rally license tests to further test your racing skill. Enter the insane world of GT2's license tests with this resource!

LATEST UPDATE(S)/REVISION(S):

SEP 8 2014 - edited spelling error, certain other edits





--- Gran Turismo 2 License Tests at a Glance ---

GT2 License Menu
^ Gran Turismo 2 features five licenses to acquire, compared to the three in Gran Turismo 1. If you get all five of these licenses a bonus challenge awaits...

In Gran Turismo 1, you had to exit out of Simulation Mode and go to the Replay Theater to get a look at how to do each of the License Tests. Now, you get to view demonstration videos without having to leave Simulation Mode. Just simply go to "Demonstration" to see how to race each course. You may want to follow the videos as closely as possible to deliver the best time in each test. Also a plus for GT2 was that you got a glimpse at the qualifying times for each test. That way, you had an idea as to what time to shoot for to land the best time.

GT2 had lots of firsts for license tests:
• first GT to feature license tests for real-life locations
• first GT to feature license tests for a real-life race track (Laguna Seca)
• first GT to feature license tests featuring race cars and Race Modified cars
• first GT featuring rally tests

A lot of the tests take place on these fantasy courses rather than all of them being on every track in the game (like in GT1). Most of GT2's license tests feel more like they are done at a racing school or racing school facility rather than tests on each track in the game. Gran Turismo 1 had almost every car in the first available color when you were to buy them (usually white). This game, however, has cars in various colors. The new rally tests allow you to take your driving skills to new levels by allowing you to be more aggressive. Racing on rally courses allows you to be more aggressive as you can slide the car out hard into corners. Considering how fast a lot of the faster cars go, you were in for a thrill ride unlike any other!

Gran Turismo 2 is the first Gran Turismo that gives you the opportunity to race events without needing a license. To be in the bigger-paying races, however, you need to acquire licenses. This resource will help you.



--- Gran Turismo 2: B-License ---

Like in the first Gran Turismo, the B-License demonstrates your basic ability to competitively race a car. You will be given mostly underpowered cars and simple handling tests to test your ability. Getting gold in at least one of the ten different tests shouldn't be hard to come by as long as you know how to handle each course given to you.

B-License tests in GT2:
B-1 Start, Acceleration, and Braking 1
B-2 Start, Acceleration, and Braking 2
B-3 Start, Acceleration, and Braking 3
B-4 Circle Track 1: Acceleration Basics
B-5 Circle Track 2: Acceleration Basics
B-6 Basics of Cornering 1
B-7 Basics of Cornering 2
B-8 Basics of Cornering 3
B-9 Basics of Cornering 4: S-Turn
B-10 Basics of Cornering 5: S-Turn


B-1: Start, Acceleration, and Braking 1.

Game Description:
"Start from a still position and stop as quickly as possible within the area past the 1,000 neter finish line. It is best to switch from full acceleration to full braking. Hint: use the distance markers to learn where to start braking."

License Times:
GOLD - 38.650
SILVER - 38.900
BRONZE - 39.800

Launch Speed at: (none)

My Advice: As you would imagine, you are not racing a supercar for your first test. Instead, you are driving a quirky, 67-horsepower Toyota Vitz. Do not think about coming to a stop until somewhere midway between 900 meters to 950 meters. Brake hard and quickly to score the best time.


B-2: Start, Acceleration, and Braking 2.

Game Description:
"Similar to the previous test, but you go faster and will need to start braking sooner. Braking too soon will make you stop before the finish line and braking too late will make you overrun the finish area."

License Times:
GOLD - 29.270
SILVER - 29.550
BRONZE - 30.500

Launch Speed at: 0 mph

My Advice: This Fiat Coupé has 211 horsepower and is your second test car. Think about braking at give or take the 900 meter mark.


B-3: Start, Acceleration, and Braking 3.

Game Description:
"As in the previous test, you will go from full acceleration to full braking. This car accelerates quickly, so you will need to start braking sooner. Hint: use the distance markers to learn where to start braking."

License Times:
GOLD - 26.800
SILVER - 27.300
BRONZE - 28.000

Launch Speed at: 0 mph

My Advice: The R34 Skyline you will be racing has loads of power and four-wheel drive. Considering this, you will rocket down the track at full speed. You now have to think about braking somewhere after 800 meters but before 900 meters to clear this test with passing credit.


B-4: Circle Track 1: Acceleration Basics.

Game Description:
"Make 2 laps around this 30-meter radius circuit. The key is to maintain high speed. To do this, keep steering steadily while minutely adjusting acceleration. Feel the car shift outward as you accelerate more, inward as you accelerate less."

License Times:
GOLD - 23.700
SILVER - 24.200
BRONZE - 27.000

Launch Speed at: 0 mph

My Advice: The Nissan March G# packs 75 horsepower and is front-wheel drive. Therefore, there isn't too much you really have to do to keep this car stable except drive this course properly. Keep the car as far inside as possible while keeping the car at an acceptable, yet consistent speed.


B-5: Circle Track 2: Acceleration Basics.

Game Description:
"Make 2 laps around this 80-meter radius circuit. The key is to maintain high speed. To do this, keep steering steadily while minutely adjusting acceleration. Feel the car shift outward as you accelerate more, inward as you accelerate less."

License Times:
GOLD - 32.500
SILVER - 33.600
BRONZE - 35.300

Launch Speed at: 0 mph

My Advice: Unlike the previous test, you will driving a much more powerful car on a much larger radius track. The same rules still apply. You now just have to adjust to the new car and the new track. Look for a consistent speed to ride around this course with while keeping the car on the absolute inside without going into the inside grass.


B-6: Basics of Cornering 1.

Game Description:
"The left corner comes out after a straight-away. Approach the corner on the outside and steer toward the apex on the inside, then leave the corner fully on the outside. This is called 'out-in-out cornering.' Try to smoothly follow the yellow line."

License Times:
GOLD - 24.650
SILVER - 25.200
BRONZE - 27.000

Launch Speed at: 0 mph

My Advice: From a standing start, you will race your blue Mazda Demio through a stretch of road going to the left. Future GT games have dashed lines with both blue and red lines, but this one is a yellow dashed line. Use it for reference. You don't have to follow the line, but at least get an idea as to where your braking point should be.


B-7: Basics of Cornering 2.

Game Description:
"Start at 31 mph. You must brake slightly to slow a bit for this corner. Approach the corner on the outside and steer toward the apex on the inside, then leave the corner fully on the outside. Try to smoothly follow the yellow line."

License Times:
GOLD - 20.750
SILVER - 21.300
BRONZE - 22.800

Launch Speed at: 31 mph

My Advice: This is the first test to utilize a launch speed, so make sure the gas is engaged prior to starting this test. Your car is more powerful than the Demio from the previous test. You will be racing a Honda Integra Type-R on the same course as the previous test. The same technique applies in trying to clear this course. Just remember that you will need to brake a little earlier since you're at a higher speed and that you are in a more powerful car.


B-8: Basics of Cornering 3.

Game Description:
"This test has the same corner radius as the last test, but it's a right corner instead. You must brake slightly to clear this corner. Try to smoothly follow the yellow out-in-out line."

License Times:
GOLD - 23.310
SILVER - 23.800
BRONZE - 25.500

Launch Speed at: 31 mph

My Advice: If you can clear the previous test, then you should have no problem with this one. You must now try to clear a right-handed corner in the same car as in B-7.


B-9: Basics of Cornering 4: S-Turn.

Game Description:
"For this S-turn test, you will make two consecutive out-in-out corners. Try to smoothly follow the yellow guideline. A little braking when entering the corner is OK. The key is to drive smoothly."

License Times:
GOLD - 23.500
SILVER - 24.200
BRONZE - 26.000

Launch Speed at: 0 mph

My Advice: Your car is a kelly green Mercury Cougar. While not the old-school Cougar from the 1960s, you are racing the quirky front-wheel drive Cougar from 1998. Take advantage of its 172 horsepower engine to make the most of this course. Remember that you need to switch directions midway between the corners. Keep the car stable as you transition from one corner to another.


B-10: Basics of Cornering 5: S-Turn.

Game Description:
"In this S-turn test, you will be going faster than in the last test, so you must brake more solidly before entering the corner. Try to smoothly follow the yellow line through the corner. Smooth driving is the key to improving your time results."

License Times:
GOLD - 20.300
SILVER - 21.100
BRONZE - 22.700

Launch Speed at: 62 mph

My Advice: You are doing the same test as in the previous one, but at a higher speed. You have to brake sooner and prepare to counteradjust midway through the course. Pay special attention to your speed.


You now have your B-License, but why stop there? There are many more licenses for you to obtain!



--- Gran Turismo 2: A-License ---

The B-License tested your basic abilities. The next step is in making the most of your B-License skills. The majority of tests here involve your ability to corner effectively.

A-License Tests in GT2:
A-1 High Speed Braking
A-2 Cornering and Braking
A-3 Intermediate Cornering 1: FF Car
A-4 Intermediate Cornering 2: FR Car
A-5 Intermediate Cornering 3: FF Car
A-6 Intermediate Cornering 4: FR Car
A-7 Applied Cornering 1: S-Turn
A-8 Applied Cornering 2: S-Turn
A-9 Applied Cornering 3: Sharp Turn
A-10 Applied Cornering 4: Sharp Turn


A-1: High-Speed Braking.

Game Description:
"You will start braking while going much faster than in the B license test. Remember: faster speed means a longer braking distance. Hint: use the distance markers to learn where to start braking."

License Times:
GOLD - 18.000
SILVER - 19.200
BRONZE - 19.700

Launch Speed at: 124 mph

My Advice: This is the final of the tests that utilize Test Course. Your red R33 Skyline will blast down the front straight at tremendous speed. Your goal? Slow her down! You will need to start thinking about braking when going past the 700 meter mark. Brake at some point between 800 and 900 meters to get the best possible score. Here's a BIG hint on knowing when to brake: if racing in Automatic transmission, brake as soon as the Skyline enters fifth gear! The Skyline will reach 148 mph before engaging fifth gear. So the moment the car starts to near 148 mph, brake hard!


A-2: Cornering and Braking.

Game Description:
"Instead of simply braking, you must brake while turning. Note how the car moves outward when you apply the brakes and inward when you release them. Apply and release the brakes gently and quickly to control braking while rounding a curve."

License Times:
GOLD - 21.100
SILVER - 21.500
BRONZE - 22.500

Launch Speed at: 93 mph

My Advice: A 1000-meter course goes left after the 800 meter mark. It bends further into the 900 and 1000 meter marks. The challenge is to find a suitable point to slide the car out. Think of this as a prelude to rally racing. Since this is like a rally test, you are given a great car from a rallying make- a 1998 Subaru Legacy B4 RSK. This course is not easy to understand. You need to first look for a solid braking point as you're turning. Then before the 900 meter mark, make sure to slide the car out as you're braking. The clock will stop when your car comes to a complete stop in the finish area. You will need to run this course a few times to get the general grasp of this course.


A-3: Intermediate Braking 1: FF Car.

Game Description:
"This is a cornering test using a FF (front wheel drive) car. Follow the line (called a 'record line') that shows the ideal part on the course. Apply solid braking when entering the corner to lower your speed."

License Times:
GOLD - 19.200
SILVER - 20.000
BRONZE - 21.600

Launch Speed at: 93 mph

My Advice: This course is similar to the course in License Test B-7. You need to properly handle this section using a front-wheel drive car. A front-wheel drive car is not meant for serious driving performance. You have the weight and the driving going to the front wheels, thus not making you able to power through corners effectively. The biggest positive to front-drive cars is that you have to do something really stupid to spin out the car. Your Integra Type-R is the car of choice. Take care of business as best as you can by clearing this corner effectively.


A-4: Intermediate Cornering 2: FR Car.

Game Description:
"This is a cornering test using a FR (rear wheel drive) car. Note how differently the car handles compared to the FF car. The response to fishtailing also differs from FF cars."

License Times:
GOLD - 19.300
SILVER - 19.900
BRONZE - 21.800

Launch Speed at: 93 mph

My Advice: You will be racing a gray/grey rear-wheel drive car. A front-engined rear-wheel drive car has perfect weight distribution. The front engine's weight coupled with the rear driving the car makes these cars the most complete of cars. There is one problem with rear-wheel drive: the fear of spinning out. Therefore, you can push the performance of a rear-drive car only so far.


A-5: Intermediate Cornering 3: FF Car.

Game Description:
"Practice cornering with L-shaped turns. Even though it's an L-shaped turn, smoothly follow a circular line. Practice accurately tracing a line through the apex - the point at which the car is closest to the inside of the corner."

License Times:
GOLD - 12.600
SILVER - 13.200
BRONZE - 14.700

Launch Speed at: 93 mph

My Advice: There is no yellow line to help you find the proper line, so you will need to properly judge and trace the proper line to clear this course properly. You must do that with the Integra Type-R. Use the demonstration video to get an idea as to where to brake at. Remember that you are racing a front-wheel drive car for this test, so take this into consideration to clear the course effectively.


A-6: Intermediate Cornering: FR Car.

Game Description:
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License Times:
GOLD - 12.500
SILVER - 13.200
BRONZE - 14.900

Launch Speed at: 93 mph

My Advice: Take the 93 mph head start as you blast into the turn. It is the same course as the previous test, but in a rear-wheel drive car. You can afford to race a bit more aggressively heading into this corner with the Toyota Altezza RS200.


A-7: Applied Cornering 1: S-Turn.

Game Description:
"Practice attacking corners in a high-powered 4WD machine. 4WD cars, known for high stability but poor turning performance, have many peculiarities to watch out for, including record line tracing, timing of accelerator use, and fine steering adjustments."

License Times:
GOLD - 24.600
SILVER - 25.200
BRONZE - 27.000

Launch Speed at: 93 mph

My Advice: You are racing a course that is very similar to B-9 and B-10. Take advantage of the 3000GT's four-wheel drive to clear this test. A four-wheel drive car is more suited towards rally racing than road racing. While you get the traction of front-wheel drive and the power and drive of rear-wheel drive, a 4WD car is heavy with all the added parts. The 3000GT is certainly not a lightweight, weighing in at about 3700 lbs. This car makes plenty of horsepower and has great acceleration. Take this white 3000GT and give the drive of your life with this machine!


A-8: Applied Cornering 2: S-Turn.

Game Description:
"Practice attacking corners in a high-powered FR machine. With FR cars, the timing of accelerator use greatly affects the car's movement. Use fine steering adjustments to neatly trace the record line. Your exit speed in the last corner is very important."

License Times:
GOLD - 24.000
SILVER - 24.400
BRONZE - 26.000

Launch Speed at: 93 mph

My Advice: The 1997 Toyota Supra RZ is your car. Your yellow Supra RZ packs some good horsepower and is a blast to drive. However, the high spoiler can make this car a lot twitchy. So be ready to take on the corners while making sure not to push the Supra's limits too far. This is the same test as A-7, but in a different car.


A-9: Applied Cornering 3: Sharp Turn.

Game Description:
"The cornering test uses a combination of right-angle corners. Smoothly follow the cornering line. Make sure to you cross the apex, and always be sure to give full throttle when exiting the last corner."

License Times:
GOLD - 14.100
SILVER - 15.200
BRONZE - 17.700

Launch Speed at: 93 mph

My Advice: Two 90-degree corners make up a tight chicane. Attack the corners by finding the best line to carve through both corners properly. The 3000GT is your car through this test. Its 4WD should help you to get traction and acceleration here.


A-10: Applied Cornering 4: Sharp Turn.

Game Description:
"The involves a combination of right-angle corners. The key is to stop braking and start using your steering at the turn entry to control the car's position, then give full throttle when exiting the last corner."

License Times:
GOLD - 13.700
SILVER - 14.800
BRONZE - 17.000

Launch Speed at: 93 mph

My Advice: The same test as before, but in the Supra RZ. Because of this, you must be aware of the difference in handling dynamics between the 3000GT and this RWD Supra. You can be a bit more aggressive with the Supra than you can with the 3000GT. Just remember-there is a limit to how far you can push the Supra before inducing a spin. Drive this one smart, and you'll do just fine.


You now have your A-License! Now let's try get to get the International licenses!





You must be reading the full blog entry to read into all of what this blog has to offer. Make sure you are reading the full blog entry to see the remainder of this blog post because there is MUCH more to offer here.







--- Gran Turismo 2: International C License ---

The first of the International licenses will demonstrate your ability to take on more complex corners and sections. In addition, your first tests on actual Gran Turismo 2 tracks will be involved starting with the IC license courses. More powerful cars and more intense courses await you here. They will set the tone for what the International license courses will be all about.

IC-License Tests in GT2:
IC-1 Advanced Cornering: J-Turn 1
IC-2 Advanced Cornering: J-Turn 2
IC-3 Multiple Corners 1: Open
IC-4 Multiple Corners 2: Blind
IC-5 Practical Cornering 1: Red Rock Valley
IC-6 Practical Cornering 2: Red Rock Valley
IC-7 Practical Cornering 3: Midfield Raceway
IC-8 Practical Cornering 4: Midfield Raceway
IC-9 Practical Cornering 5: Rome Circuit
IC-10 Practical Cornering 6: Seattle Circuit

IC-1: Advanced Cornering: J-Turn 1.

Game Description:
"This corner appears to be easy as you enter it, but the more you drive into it, the more it bends, so it's a very difficult corner. Steering inward at the start makes the end of the corner difficult, so the apex has to be father out than usual."

License Times:
GOLD - 16.050
SILVER - 16.600
BRONZE - 18.000

Launch Speed at: 93 mph

My Advice: You will be facing a decreasing radius corner in this test. Watch as the road ahead decrease in radius as you try to properly drive your Mazda MX-5 Miata 1.8 RS through the corner. Carve a line through the inside while maintaining a decent speed. Also, make sure to get a great exit out of the corner. Miatas are rear-wheel drive cars, so remember how to handle a front/RWD car when navigating this course.


IC-2: Advanced Cornering: J-Turn 2.

Game Description:
"This is a tough corner - easy to enter, but hard to exit. Enter fast, then aim for an inside apex as you turn in and brake slightly. Once you're past the apex, accelerate up to your straight-away speed as you exit."

License Times:
GOLD - 15.450
SILVER - 16.000
BRONZE - 18.000

Launch Speed at: 93 mph

My Advice: The beautiful Nissan Silvia Spec-R Aero is your car. You go from a 147 horsepower FR car to a 240-something horsepower sport compact. It is the same left-handed corner as in the previous test. You are just in a more powerful (and actually a better drift-happy) car. Since Silvias are great drifting cars, you can push the Silvia aggressively to attack this corner.


IC-3: Multiple Corners 1: Open.

Game Description:
"This is a U-shaped (double turn) corner. As you enter, steer to steady the car's motion and cleanly pass through the two apexes, then accelerate out of the second turn. To score a good time, you must accelerate hard out of the second turn."

License Times:
GOLD - 20.200
SILVER - 21.600
BRONZE - 23.500

Launch Speed at: 62 mph

My Advice: One of my personal favorite cars in one of my personal favorite colors for it, a Cayenne Red Metallic 1997 Chevrolet Camaro Z28 is yours to push to the limit. Go over the hill and delve right into the corner. Two sharp lefts await you. You can get a little extra speed as you head into the second corner. Get a strong exit out of the second corner to make the best time.


IC-4: Multiple Corners 2: Blind.

Game Description:
"The course layout is the same as in the previous test, but this is a blind corner that is hard to read. Use your intuition to find your best position and direction in these turns, and try to follow a line that will let you make a full-throttle exit."

License Times:
GOLD - 20.200
SILVER - 21.600
BRONZE - 23.500

Launch Speed at: 62 mph

My Advice: In IC-3, you get a clear view of the inside of the track. This course has significantly less visibility. Take this course as a test in racing a street course. The very inside of the corners and very outside of the outside curbing are lined up with high guardrails. Because of this, you are unable to attack the corners aggressively. You need to find the proper entry point to make the most of this section. The same car and course from IC-3 is what you are racing in IC-4, only that there are high guardrails to make judging each corner tough.


IC-5: Practical Cornering 1: Red Rock Valley.

Game Description:
"This is a practical cornering test, which uses part of an actual race course. If there are several corners in a row, the key is to accelerate hard out of the last corner. Be careful: the car tends to swerve after the left turn at the first chicane."

License Times:
GOLD - 11.400
SILVER - 12.100
BRONZE - 13.600

Launch Speed at: 93 mph

My Advice: The practical cornering tests will give you your first glimpse at racing real courses in this game. Your first task is to clear the high-speed chicane at Red Rock Valley Speedway. This course is essentially two ovals intertwined and conjoined by a high-speed chicane. Not much braking is needed here. Just keep the Supra RZ stable while trying not to overshoot any corner or straight.


IC-6: Practical Cornering 2: Red Rock Valley.

Game Description:
"This test uses a longer section than the last test. Go very straight through the first chicane, accelerate hard down the short straight-away, and be sure to enter the last left corner at the correct entry point."

License Times:
GOLD - 22.500
SILVER - 23.300
BRONZE - 24.700

Launch Speed at: 93 mph

My Advice: You will be using the same car on the same track, but this is a longer test utilizing the chicane as well as part of the shorter oval of Red Rock Valley. There still isn't too much braking you have to do. Just try to hit your marks and attack the apexes while not losing too much speed.


IC-7: Practical Cornering 3: Midfield Raceway.

Game Description:
"This is the hardest section in Midfield Raceway, with a hairpin after a fast chicane. After exiting the chicane, you must start braking while steering to the right. Brake hard enough to avoid entering the outer part of the hairpin."

License Times:
GOLD - 15.100
SILVER - 15.700
BRONZE - 17.000

Launch Speed at: 93 mph

My Advice: This is similar to the A-License final in Gran Turismo 3 (if you've played it). You exit the sweeping left out of the first tunnel and must negotiate a downhill chicane that leads to a very sharp left-hander going into the second tunnel. The car you race is the 1999 Toyota Celica SS-II. It is a far cry from the GT-Four it has replaced, but the front-drive Celica is still a peppy and sporty car. You can push this car only so far.


IC-8: Practical Cornering 4: Midfield Raceway.

Game Description:
"When exiting the first chicane, cut toward the right edge to stay along the right side of the course. Uts steering to correct any swerving and brake to enter the hairpin in the correct position, then quickly accelerate out of the turn at the right moment."

License Times:
GOLD - 14.600
SILVER - 15.200
BRONZE - 17.000

Launch Speed at: 93 mph

My Advice: Polyphony Digital couldn't have given you a better car to take on the same test from IC-7. The S2000 is a great sports car with exceptional handling. Only the NSX is a better performer as far as Honda/Acura performers are. Apply the same skills from the previous test to take on this test. Just remember the S2000 is RWD, so don't push its handling limits too far.


IC-9: Practical Cornering 5: Rome Circuit.

Game Description:
"This is a fast blind section from the Rome city course. Careful! It's easy to misjudge your car's correct position and direction. Timing of the turn-in at the right corner is crucial. Exit at full throttle, especially from the last corner."

License Times:
GOLD - 20.150
SILVER - 20.800
BRONZE - 22.500

Launch Speed at: 93 mph

My Advice: This is the first test involving a proper street course. You will use the first Intermediate up to just past the Roman Colluseum. A sweeping right followed by a double-apex left-turn complex is followed by a sweeping downhill right. Find the proper line to attack this section to make the best time. Remember that this is a city course. You don't have the luxury of runoff road as you do on a proper permanent course. Do not be intimidated by the walls- just attack the course granted that you don't have as much road to work with. Your Alfa Romeo 156 is more than capable to tame these Italian streets.


IC-10: Practical Cornering 6: Seattle Circuit.

Game Description:
"This is Seattle course's section, full of streets with many ups and downs. It is a complex course, but just drive it as if you were making a smooth circle. Use the road's whole width to raise your average speed - don't let the walls scare you."

License Times:
GOLD - 22.500
SILVER - 23.500
BRONZE - 27.000

Launch Speed at: 62 mph

My Advice: With all due respect, Seattle is a much tougher challenge than the more Grand Prix-style Rome Circuit. This course is somewhat like the ups and downs of San Francisco. Your car is a 1996 Chevrolet Corvette Grand Sport. The course you will be racing consists of coming out of the first Intermediate heading into the second Intermediate. The road ahead features a few right corners, then gets quite twisty with various undulations in the road. This one will not be easy. Just race this one fearlessly while finding the best line possible. Easier said than done, though.


Three down, three to go! Let's go get the IB, baby!



--- Gran Turismo 2: International B License ---

The International B License features your first taste of GT2 rallying while also going up with more race car training. These tests demonstrate your ability to handle more extreme racing conditions while also learning how to rally race. Honestly, getting gold in each of the rally tests is fairly easy as long as you race aggressively and fast. Your first license tests using race cars will begin here.

International-B Tests in GT2:
IB-1 Rally Techniques: Smoky Mountain North
IB-2 Rally Techniques: Tahiti Dirt Route 3
IB-3 Oversteer 1: FWD
IB-4 Oversteer 2: RWD
IB-5 Multiple Corners 3
IB-6 Low-Speed Slalom
IB-7 Multiple Corners
IB-8 High-Speed Slalom
IB-9 Practical Cornering 7: Red Rock Valley
IB-10 Practical Cornering 8: Laguna Seca


IB-1 Rally Techniques: Smoky Mountain North.

Game Description:
"While jumping across the tricky jumping spot, head for the tight corner on the left. From the straight section, be sure to enter the corner on the outside and brake quickly to swerve out the rear tires and cut inward through the corner."

License Times:
GOLD - 27.100
SILVER - 29.000
BRONZE - 31.000

Launch Speed at: 62 mph

My Advice: This is your first license test using a race car. You will be racing the from the Start/Finish line of Smokey Mountain North through the first Intermediate using the 1999 Subaru Impreza Rally car. I love GT2's version of Smokey Mountain before this section became paved in Gran Turismo 3 A-Spec. Try to keep up a decent speed before having to attack the sharp left aggressively. Gold should be easy to come by with smart driving.


IB-2 Rally Techniques: Tahiti Dirt Route 3.

Game Description:
"This is a test of right and left drifting through three consecutive hairpins. After using braking and steering together to drift through a corner, learn the "feint motion" needed to entry the next (opposite direction) corner."

License Times:
GOLD - 19.250
SILVER - 20.800
BRONZE - 23.000

Launch Speed at: 62 mph

My Advice: This course starts some distance after Intermediate 3 and finishes before the final corner of Tahiti Dirt Route 3. You race with a Mitsubishi Lancer Evolution V rally car. Aggressive countersteering and attacking the apexes with hard drifts will serve you well here.


IB-3 Oversteer 1: FWD.

Game Description:
"This is a test of skill in driving an oversteering FF car, which fishtails easily. When fishtailing stars as you enter a corner, steer it to correct it while giving full throttle to steady the car. Countersteering (opposite to corner) may be needed."

License Times:
GOLD - 25.500
SILVER - 26.300
BRONZE - 27.500

Launch Speed at: 93 mph

My Advice: You will be racing a gray Mitsbushi FTO GPX in this test. The course begins with a smooth right corner followed by a smooth left. It is similar to the track you raced on in B-9 and B-10. Use the dashed line as the ideal line around this course.


IB-4 Oversteer 2: RWD.

Game Description:
"This is an oversteering rear-wheel drive car. Unlike FF cars, giving full throttle while fishtailing can cause a spin-out. Instead, accelerate while countersteering to correct fishtailing. Do not abruptly change speed or direction when entering a turn."

License Times:
GOLD - 24.300
SILVER - 25.200
BRONZE - 26.500

Launch Speed at: 93 mph

My Advice: For the first time in GT2, you will be racing a mid-engine car. The Honda/Acura NSX is a beautiful car with beautiful handling. Because it is a mid-engine car, the weight of the car will mostly be at the rear. The best thing about a mid-engine car is that it has wonderful handling. However, it takes skill to master racing a mid-engined car. Giving too much throttle can send your NSX into a spin. So make sure to drive carefully to correct any fishtailing the NSX may do. Keeping the car stable is of the utmost importance. It isn't very hard to do with this car because it handles so well.


IB-5: Multiple Corners 3.

Game Description:
"Here, a gentle corner comes before a tight one. Start braking while you still feel the lateral G-force of the first turn. The key is to brake from the inside of the first turn toward the outside of the second turn."

License Times:
GOLD - 17.900
SILVER - 18.800
BRONZE - 22.000

Launch Speed at: 93 mph

My Advice: This course is a bit similar to IC-3 and IC-4 with the Camaro, only that you're racing with a Mustang. There is some modest banking in the corners. Make good use of the banking to get as aggressive an entry as possible. The first corner is smooth while the second one is pretty sharp. Find the best line to deliver the best time.


IB-6: Low-speed Slalom.

Game Description:
"This is a slalom course (20-meter interval). The right-left steering should produce a lot of lateral motion and some spinning. Learn the rhythm of the steering and accelerating: ease off the accelerator to swerve and accelerate to steady the car."

License Times:
GOLD - 19.700
SILVER - 21.000
BRONZE - 22.900

Launch Speed at: 31 mph

My Advice: The first of two slalom tests, you will be faced with a slalom test using a Peugeot 106 1.6 Rallye. This French hatchback will be taken through a slalom marked off by ten tire walls. The key here is on consistency. The blue and yellow tire walls are left turns while the red and white tire walls are right turns. The key is to find a consistent speed and sustain that while quickly making left and right turns in succession. Don't go too fast to where you have to adjust your speed and your line, but don't go too slow to where you are unable to keep pace with the rest of the course. Find that middle ground to deliver a solid performance.


IB-7: Multiple Corners 4.

Game Description:
"After a 90 right corner, enter a tight left hairpin. The strategy is to avoid being too aggressive entering the 90 turn. Once you've clipped the left hairpin, wait until the car's direction changes before accelerating at full throttle for a fast time."

License Times:
GOLD - 19.750
SILVER - 20.500
BRONZE - 22.600

Launch Speed at: 93 mph

My Advice: A chicane with two smooth corners come up quickly. While your black R33 Skyline has 4WD and loads of power onboard, your goal is to avoid being too aggressive trying to tackle these two corners. You have to change direction quickly as there isn't much space between the first corner and the second one. A good exit out of the second corner will lead you with enough speed to clear this test with a fast time. But to do this, you need to get a good entry into the first corner while setting up to power out of the second corner.


IB-8: High-speed Slalom.

Game Description:
"This is a fast slalom (long interval). The key is to keep the car steady and keep up your average speed by avoiding too much swerving that occurs when not accelerating. Finely coordinate acceleration and steering, and use acceleration to steady the car."

License Times:
GOLD - 18.650
SILVER - 19.500
BRONZE - 21.700

Launch Speed at: 31 mph

My Advice: You have a beautifully blue Honda S2000 for this test. You have a rear-wheel drive car in a high-speed slalom. The same rules apply for this slalom as in the previous test. However, you can afford to drive a bit more aggressively since you have a car much faster than the Peugeot in the other test. Carving that fast line is a bit tougher with a fast car. Be ready to change directions quickly as you approach the tires in the center. Remember to find that middle ground that gives you the best combination of speed to pass through all ten tire walls.


IB-9: Practical Cornering 7: Red Rock Valley Speedway.

Game Description:
"This is the last section of Red Rock Valley. After the fast chicane, you must wind through a tight hairpin. Find a good line for entering the hairpin through the chicane and find the fight point to go full throttle out of the hairpin."

License Times:
GOLD - 23.800
SILVER - 24.000
BRONZE - 26.000

Launch Speed at: 93 mph

My Advice: Using the rotary power of your blue 1998 Mazda RX-7 Type RS, you will go through the tunnel at Red Rock Valley as you will be faced with the final chicane that leads to the final two corners leading to the front straight. It is possible to go through the chicane without needing to brake. A good line through the final two corners will set you up for a great finish.


IB-10: Practical Cornering 8: Laguna Seca.

Game Description:
"Here is the famous corkscrew from Laguna Seca. You have to grope your way through since you can't see much ahead. There is an uphill before the braking point and a downhill after, so brake hard enough, and enter the turn from the outside."

License Times:
GOLD - 23.200
SILVER - 24.800
BRONZE - 25.700

Launch Speed at: 93 mph

My Advice: This is the first-ever license test in Gran Turismo history utilizing a real-world race track. If you are unfamiliar with Laguna Seca (nowadays Mazda Raceway Laguna Seca), you will be faced with the infamous Laguna Seca corkscrew- essentially a downhill chicane. It has many other nicknames, such as the seven-foot drop. An advantage to Laguna Seca in Gran Turismo 2 is that there is a little runoff road you can safely use to attack the corner a bit aggressively halfway down the corkscrew. This course utilizes the backstretch of Laguna Seca followed by the corkscrew and Rainey Curve. You will be racing a silver Dodge Viper GTS with blue stripes. The best advice I can give is that within 50 to 25 meters of the "3" sign, start braking hard. Attack the very inside of the first part of the corkscrew, then go far inside of the second part of the corner. The curve after the corkscrew is somewhat a moderate speed corner. No heavy braking needed here- just maintain a fast and steady line to take care of this sweeping corner.


The International-A License is now within reach!



--- Gran Turismo 2: International A License ---

Always the formidable set of license tests, the International A license tests are the last set of tests to solidify your status as an elite racer. Capable cars and challenging courses await you here. Some of the fastest speeds you've ever experienced in a license test will be experienced here. This is the last series of License Tests. Clear these, and one final set of license challenges await you. Be ready, though, because these tests will not be easy to gold or at least get bronze in.

IA-License in GT2:
IA-1 Circle Track 3: Oversteer
IA-2 Super Fast Corners 1
IA-3 Practical Cornering 9: Apricot Hill
IA-4 Rally Techniques: Smokey Mountain North
IA-5 Hill Climbing Techniques
IA-6 Downhill Techniques
IA-7 Practical Cornering 10: Rome Circuit
IA-8 Practical Cornering 11: Midfield Raceway
IA-9 Practical Cornering 12: Laguna Seca
IA-10 Super Fast Corners 2


IA-1: Circle Track 3: Oversteer.

Game Description:
"This tests your skill in a powerful rear-wheel drive car: if you accelerate while the steering wheel is to the left or right, you oversteer right away and start spinning. Learn how to accelerate just right to avoid spins and learn how to counter-steer."

License Times:
GOLD - 31.900
SILVER - 32.500
BRONZE - 33.700

Launch Speed at: 0 mph

My Advice: Keep a torque-happy monster like your silver with blue stripe Dodge Viper GTS on the track. Reach (but don't exceed) the Viper's handling threshold. Try to race your Viper as far inside as possible without spinning out. This car is a monster, so go easy to avoid making big errors.


IA-2: Super Fast Corners 1.

Game Description:
"This is a set of fast corners. At the first (right) corner, a downhill goes into an uphill, so G-force adds weight to the car and helps steering. The next (left) corner is on a hilltop, so the car is lighter, and steering is weaker. Speed up at the last exit."

License Times:
GOLD - 23.900
SILVER - 25.000
BRONZE - 26.800

Launch Speed at: 62 mph

My Advice: You will be faced with a track that has multiple undulations and four corners. An orange TVR Griffith 500 is supplied to you for this test. It packs a great deal of horsepower and is about as light as a Mazda Miata. The road dips downward to start as you face a left-right chicane. Take your TVR to the center or far right to set yourself up for the first two corners as you head downhill. As you exit the second corner, the road goes uphill. Then, you face a blind third turn. Go full speed through the sweeping fourth turn to complete the lap. Just hit your marks and deliver a speedy run. Be alert at all times, or you are due for making a serious mistake.


IA-3: Practical Cornering 9: Apricot Hill.

Game Description:
"This is the start of Apricot Hill Speedway, a tough section with two corners in a row. First, at the gentle left turn, turn in and cut inside of the green rock, then slow and aim for the outside of the next turn, a tight left. Ease brakig while turning in."

License Times:
GOLD - 30.000
SILVER - 31.500
BRONZE - 32.600

Launch Speed at: 62 mph

My Advice: This course utilizes the front straight of Apricot Hill and goes all the way to near where the long sweeping left begins. All of the corners are tough except for the left-hand kink leading to Turn 2. Keep the NSX stable as you attack each corner. Almost every corner after the second corner are tight 90 corners with undulating roads.


IA-4: Smokey Montain North.

Game Description:
"This is the fast dirt section near the end of the Smokey Mountain North course. On dirt, driving translates slowly into a change of direction and you cannot trace well unless you consider the course layout with a quick, even tempo."

License Times:
GOLD - 27.800
SILVER - 29.000
BRONZE - 31.000

Launch Speed at: 93 mph

My Advice: Remember the IB-1 test? Well, this test picks up where IB-1 left off, but in a different car. Your Ford Escort rally car utilizes the roads between Intermediate 1 and the final corner at Smokey Mountain North. A bevy of jumps, blind corners, and switchbacks await you here. Pay attention to how the road bends and adjust your line to deliver a great time.


IA-5: Hill Climbing Techniques.

Game Description:
"This test is only for top drivers with high-power monster machines ready for the challenging Pikes Peak Hill Climb road. The key is knowing when to speed up (to which the car responds strongly) and when to slow down."

License Times:
GOLD - 27.000
SILVER - 29.000
BRONZE - 31.000

Launch Speed at: 62 mph

My Advice: You will be racing Pikes Peak in this test with a very powerful car. The Escudo Pikes Peak is a twin-engine car with 981 horsepower total. The combination of these two engines provide forceful acceleration and a serious top speed. To weigh down this beast, a huge rear wing keeps the rear stable. This is going to be the biggest speed thrill you will get up to this point! There is a certain science to racing this course properly. Every rally test in GT2 was easy to me... except this one. Gold is 27.000, but I could only manage a 28.315 as my best time. The road you are racing starts in the forest area and winds its way just before the mountainous portion begins. Make good use of the Escudo's power and performance while also finding a fast line through the turns.


IA-6: Downhill Techniques.

Game Description:
"You're driving an FF rally car downhill on Pikes Peak. The car wants to speed up and is hard to slow down, so start braking early and keep your speed on target. It's an FF car, so if you lose control of speed, you'll start understeering."

License Times:
GOLD - 39.600
SILVER - 41.000
BRONZE - 43.000

Launch Speed at: 62 mph

My Advice: You are racing a Race Modified Peugeot 306 S16 Rally car using the same course as the previous test, but in reverse. Because you are going DOWNhill, the car wants to go faster and faster as you progress downhill. The key is to control this car's power to make efficient use of its performance. It isn't too difficult to get a Gold here. Just pay attention to the road and your speed.


IA-7: Practical Cornering 10: Rome Circuit.

Game Description:
"This is an urban circuit test using a monster 4WD car. After the first corner on the Rome course, where the road narrows and tracing is tough, there's a fast switchback at the Coliseum. The key to a fast time is to minimize steering and maintain high speed."

License Times:
GOLD - 16.300
SILVER - 17.700
BRONZE - 18.800

Launch Speed at: 62 mph

My Advice: This is the same test as IC-9 with the same manufacturer, but with the Alfa Romeo 156 Touring Car. It is a 4WD beast with loads of power. Remember what you learned from IC-9 and apply the same sort of racing line with a much more powerful car. Don't go too fast, because you need to calm down this monster after the sweeping right to deliver a smooth time.


IA-8: Practical Cornering 11: Midfield Raceway.

Game Description:
"Here's a time trial, from Midfield Raceway's middle-to-final stage. At the first long turn, control acceleration to prevent understeering. Find the right point to go full throttle. Keep your car inside the line when going from the chicane to the hairpin."

License Times:
GOLD - 22.900
SILVER - 24.000
BRONZE - 25.000

Launch Speed at:

My Advice: Use your white Jaguar XJ220 to take on the same Practical Cornering course you've raced on in previous tests around Midfield Raceway. It packs almost 550 horsepower and boasts a mid-engine RWD drivetrain. The XJ220 used to be the fastest car in the world at one point. Because of this, you will be faced with this car's immense speed. Keep the big cat under control while carving out a great racing line. Remember that because this is a powerful mid-engine car with rear-wheel drive, it will be much easy to spin out if you are not careful.


IA-9: Practical Cornering 12: Laguna Seca.

Game Description:
"Here's a top-driver test: clearing the Laguna Seca corkscrew in a pure race-car. The car has a lot of downforce when going fast, but loses it when slowing down. Manuvering gets more severe at slower speeds, so be careful when braking into a corner."

License Times:
GOLD - 19.900
SILVER - 21.000
BRONZE - 22.000

Launch Speed at: 93 mph

My Advice: Last time at Laguna Seca, you were given a Dodge Viper GTS to take on both the Corkscrew and Rainey Curve. Now, you are given the same course, but with a very fast race car. The most important thing to remember is that this is a pure race car with a midship engine and rear-wheel drive. Take advantage of this car's immense handling performance to draw a line to accurately tame this course. Take what you learned from IB-10 to apply to a much faster car.


IA-10: Super Fast Corners 2.

Game Description:
"Here, you are driving a pure race-car full of downforce as you manuver a fast switchback. At the first right turn, where you gain downforce, understeer hard to get on the outside. Do the same at the next left turn. Accleration timing is the key."

License Times:
GOLD - 17.750
SILVER - 18.700
BRONZE - 20.000

Launch Speed at: 93 mph

My Advice: The same course from IA-2 returns for the IA finale. Your car is the Toyota GT-One. This race car is very fast and delivers serious speed. It is not seriously hard to drive or control. Just make sure to keep this car on all four tires while also powering through the two sets of corners. This is where you begin to appreciate the Toyota GT-One and its amazing speed.


The International-A License is now yours! Want to DOMINATE? Go try the Super License!



--- Gran Turismo 2: Super License ---

Consider the Super License as the cherry on top for your licenses. Getting your Super License is like getting your Master's Degree. All ten of the Super License tests are time trials. In other words, you must clear one lap of each course using all the skills you have learned in the previous five licenses. The only way to win your Super License is to show mastery of skill on ten different tracks given ten different cars. Some courses are courses you haven't fully raced yet. Therefore, you will have a chance to learn each of these courses in preparation for your grand debut as a racer in Gran Turismo 2. So go get your Super License and show that you are ready for Prime Time!

Super License in GT2:
S-1 Tahiti Road
S-2 Seattle Circuit Full Course
S-3 Smokey Mountain North Course
S-4 Midfield Raceway
S-5 Grindelwald
S-6 Rome Circuit Full Course
S-7 Laguna Seca Raceway
S-8 Tahiti Maze
S-9 Rome-Night
S-10 Apricot Hill Speedway


S-1: Tahiti Road.

Game Description:
"This is a one-lap time trial on the Tahiti Road course, which has several gentle corners. Although this course has no hard corners, you must be careful not to cut into corners too suddenly. Control speed by going to full-throttle early on."

License Times:
GOLD - 1:08.900
SILVER - 1:12.000
BRONZE - 1:17.000

Launch Speed at: 124 mph

My Advice: You will be racing a classic Race Modified Mini Cooper around Tahiti Road. Tahiti Road is a very simple course with only one or two real hard braking areas. You can go off into the grassy areas without incurring a penalty for going out of bounds. You can only go so fast with this car since it has front-wheel drive. You will not get to fully attack the corners as you would in a powerful RWD car. Take this into consideration as you power through each corner. The road has various undulations and smooth corners. Proper car control is a must. The toughest corner on the track is the corner that leads to Intermediate 3.


S-2: Seattle Circuit Full Course.

Game Description:
"This is a one-lap time trial on the Seattle city course, which is full of tricky blind corners, steep ups and downs, and changing road surfaces. Try to trace a smooth set of curves between the walls of the course, but don't let those walls distract you!"

License Times:
GOLD - 1.31.100
SILVER - 134.000
BRONZE - 1:40.000

Launch Speed at: 93 mph

My Advice: With your Ford GT40, you will take on the San Francisco-esque Seattle course. This track has many tough corners and undulations. Fortunately, your mid-engined 1960s exotic can take it! The first two corners will give you fits if you take them the wrong way. Let off the throttle a bit heading into the next corner. Go uphill and either attack the next corner or graze some curbing. Three jumps await you next. After the first two jumps, think about where to brake hard between the second jump and the third jump. If you mis-time your entry into the following corner, your car will be in the tire wall. Next is the series of corners you faced in IC-10. Remember to drive fearlessly, yet smart. Go uphill to attack a fast right-hand kink. Your next issue is a very tight series of 90 corners. In succession, they go right, right, left, straight, left, and right. Find a smooth line to help you to get through this section effectively. The road after Intermediate 3 leads under some freeways. The first corner after Intermediate 3 isn't too much a problem, but the left-right chicane leading to the Start/Finish line can kill your time if you take it improperly. A proper entry into this section will go a long way to clearing this track.


S-3: Smokey Mountain North Course.

Game Description:
"This is Smokey Mountain North, a dirt course famous for its jumping spots and fast corners. Slight, nimble steering will keep your car under control over the series of jumping spots on the straightaway. Avoid sharp manuvering."

License Times:
GOLD - 1:12.200
SILVER - 1:24.000
BRONZE - 1:30.000

Launch Speed at: 93 mph

My Advice: Prepare to take on the high-speed thrill ride known as Smokey Mountain North Course. As fast as Smokey Mountain North can be, you have the 1999 Impreza Rally Car to take on the rigorous course. Try not to get too far out of control when taking on the bumpy front stretch. Taking one jump the wrong way can ruin your entire lap, so use caution. Start braking hard before you cross Intermediate 1. Slide hard into the following corner. A smooth set of corners follow after a brief straight. Many more jumps and undulations follow after Intermediate 2. Keep the car stable with the undulations and switchbacks. You should be able to get a Gold fairly easily as long as you drive aggressively and smart.


S-4: Midfield Raceway.

Game Description:
"This one-lap time trial is on Midfield Raceway, a permanent race circuit. The first pair of corners, where the right line is hard to see, is crucial. Come out fast - a full-speed section is next."

License Times:
GOLD - 1:03.400
SILVER - 1:06.000
BRONZE - 1:10.00

Launch Speed at: 124 mph

My Advice: Saying this is a 1999 game, you will be racing the car of the 1999 (then) JGTC GT 500 champions, the Pennzoil Nismo GT-R. The GT-R race car here is actually rear-wheel drive. But in GT2, it's a 4WD JGTC car, and only two-wheel drive cars are allowed. Anyhow, this is still a very fast car. Take the first corner properly, or the rest of the lap will be meaningless. A high-speed right-left chicane follows afterwards. A fairly fast corner leading to the first tunnel follows after that. Get a good exit out of the tunnel to prepare for a very long sweeping left. What follows next is a fast downhill chicane and the track's sharpest corner. Through the second tunnel, the last challenge that awaits is a left-right chicane that goes uphill. Power down to the finish line. This is a real rhythm-based race track. Learn the rhythm to land a stellar time.


S-5 Grindelwald.

Game Description:
"In this one-lap time tral on the custom-built urban course at the Alpine resort of Grindelwald, there are no sharp corners but you must accelerate correctly to clear the chicanes in the lateral switchback section and just before the main straightaway."

License Times:
GOLD - 1:28.000
SILVER - 1:31.000
BRONZE - 1:38.000

Launch Speed at: 62 mph

My Advice: The sound of your Race Modified Lotus Europa will reverberate around the Swiss Alps. This is a different kind of city course- one that doesn't have high walls to make everything blind. Unlike most city courses, however, the roads are not walled nightmares on narrow roads. This is almost essentially a proper race track if you take away all the houses and buildings. It also has some grassy areas. And of course, leaving the course will automatically disqualify you. This is even more a rhythm-based race track. Carve out the best line to make the best time. Various smooth corners and switchbacks await you here as your mid-engined, Race Modified Lotus Europa takes on these roads. The most decisive corners to clear begin after you clear the second Intermediate. Three tough corners await you starting with the super-slow hairpin. The road ahead dips downward and has a bit higher walls. This track is not easy.


S-6 Rome Circuit Full Course.

Game Description:
"This is a one-lap time trial on the Rome urban circuit where many sharp blind turns make it hard to see ahead. Make a fast start, watch out for those sharp turns, and make a smooth line at full throttle through the fast section to pull ahead."

License Times:
GOLD - 1:29.000
SILVER - 1:32.500
BRONZE - 1:36.000

Launch Speed at: 93 mph

My Advice: With a Race Modified Peugeot 406 Sedan, the streets of Rome serve as your sixth Super License challenge. Be careful not to go too deep into Turn 1, because you could easily fail for being out of bounds. Take it fast and with careful cornering. You shouldn't have to brake at all here. Head up to the sweeping right and around the Roman Colluseum. Take this double-apex section cleanly to set yourself up for the very sharp right corner that follows. Another equally-sharp right follows after that. One more sharp turn awaits you before the high-speed section comes along. This time, the sharp turn is a left. Go smoothly though the carousel right and get a good entry onto the backstretch. The road ahead is a left-hand kink followed by two 90-degree right-hand corners. After the second 90-degree corner, go full speed down the stretch to complete your tour of Rome.


S-7: Laguna Seca Raceway.

Game Description:
"You're at America's famous Laguna Seca circuit. The key here is early braking. Late braking at any corner results in understeering. Enter the corkscrew from the outside and go smoothly inward. Brake when you see the last left corner."

License Times:
GOLD - 1:13.400
SILVER - 1:16.000
BRONZE - 1:23.000

Launch Speed at: 93 mph

My Advice: You're in trouble now! Get ready to take on Laguna Seca in a GT racing car. You will be racing the 1998/1999 Team Oreca Dodge Viper GTS-R. Because of this, you will be taking on a pure racing track in a pure race car. Go at full speed and work your way down to the Andretti Hairpin. Start braking when you notice the grass patch coming closer and closer to the road. The Andretti Hairpin is a double-apex corner that increases in radius as you exit. The road gradually turns right and is followed by a moderately-sharp right. Go under the Firestone bridge and just let off the throttle into the next corner. Next, a moderate-to-heavy braking zone follows as a left-hander comes into view. The next corner is a blind right that is tricky to judge. How you take it depends on your line heading into the backstretch. Once again- the Corkscrew comes calling. Brake somewhere between 50 to 25 meters of the "3" sign on the right. Attack the inside curbing and smoothly work your way though the middle and late part of the corkscrew. Light or no braking is needed for Rainey Curve. Just make sure not to go off-course trying to safely exit Rainey Curve. A somewhat smooth right follows, but you absolutely MUST get the super-sharp left hander right. It's the final corner that can make the most difference in how your lap finishes. Begin braking hard between the "3" and "2" signs on the right. Upon exit, power down the front straight to complete your lap. Try to keep the car stable the whole way because it will punish those who are not alert behind the wheel.


S-8: Tahiti Maze.

Game Description:
"This is a one-lap time trial at the Tahiti dirt courses' toughest challenge- the Tahiti Maze. For a fast time, make compact turns through the series of tight hairpins. Accelerate long and hard once you start to drift after foot-braking or side-braking."

License Times:
GOLD - 2:04.000
SILVER - 2:08.000
BRONZE - 2:20.000

Launch Speed at: 93 mph

My Advice: Get ready to race a track you haven't been on at all during the License Tests. Your car is the Mitsubishi Lancer Evolution VI Rally car, and it is a great performer. The Tahiti Maze is a formidable challenge with its many hairpins. It will test your concentration and your rhythm-based driving skills. Try to attack the very insides of the barricade-lined course as you can. Cut deep, but not too deep. Stay steady behind the wheel. This track is not easy, but Gold shouldn't be too hard to win here. The key to winning is in your ability to handle each of the hairpin sections. Drive hard and smart to win!


S-9: Rome-Night.

Game Description:
"Here is a tough course through the city lights of Rome at night. It's hard to use the road's full width, due to the blind corners and night-time darkness. You've got to learn the corners one at a time."

License Times:
GOLD - 1:28.500
SILVER - 1:32.000
BRONZE - 1:38.000

Launch Speed at: 93 mph

My Advice: You will use the Alfa Romeo 155 Touring Car, but you will also be racing the most underutilized track not only in GT2, but in any Gran Turismo game- Rome-Night. Rome-Night is underutilized and somehow sacred- you do not race this track at all unless in Arcade Mode, in a generated race, or in a generated championship. Therefore, this course tests your ability to learn a brand-new track. This is also surprisingly the only night course you will be racing in the Super License tests. You have to learn this course corner-by-corner. The first corner is a sweeping right. You can go deep inside and even use up some curbing. The next two corners are fairly smooth lefts followed by three fairly smooth rights. A long straight follows and leads to a chicane. Once you start going downhill after the straight, start braking hard as you approach the first sign telling you to go right. Cut into the left corner by grazing the curb. Consider braking again at the next turn complex when you approach the last sign telling you to go right. Another series of modest rights follows afterwards. Go uphill, then start braking to attack the next left. The road dips downhill and is met by a smooth right. Once you go over the ensuing hill, the remaining corners are all sharp. it begins with a very sharp left with a bit of banking in the corner. A more open sharp left follows after a straight. The final section is double-apex right hairpin. Do not start braking until you approach the second half of the hairpin. Strong acceleration after the hairpin leads to a solid lap time.


S-10: Apricot Hill Speedway.

Game Description:
"On Apricot Hill Speedway circuit designed for the pros, a tough combo starts with a gentle first corner, where you cut in and head for the outside on the tight left turn ahead, going straight while braking to enter. Go full speed ahead after the last chicane."

License Times:
GOLD - 1:08.900
SILVER - 1:12.000
BRONZE - 1:17.000

Launch Speed at: 124 mph

My Advice: The only thing separating you from getting your Super License is one lap around Apricot Hill. Laps fly by fast in the fastest cars here, but you still have to earn your way with this track and this car. You will be racing the 1999 Toyota GT-One around this track. This car was more than capable at the 1999 24 Hours of Le Mans, serving as runners-up to the BMW V12 LMR. A smooth left kink is followed by a tough left-hand sharp turn. A good line gives you a solid exit to set you up for a series of tough corners. Undulations in the road will impact your ability to take each corner properly. The road dips after the first sharp turn, then dips a bit more heading into a sharp right. A sharp left is downhill with some banking. Up next is a rise uphill with a sharp right. After the crest is a speedy left kink. A very long, sweeping left follows afterwards. A full speed blast follows as you cross the Dunlop bridge. Hard braking is needed to take the upcoming right hairpin. A smooth left-right complex is followed by a sharp left. Handling this left sets you up for a very slow sharp chicane. Brake hard and immediately attack the very inside of both corners. Upon exit, make sure not to fly off the road and out of bounds. After a smooth left, go full speed to clear your lap. And if you're fast enough and have completed the other tasks, enjoy your Super License! :)



You now have all the licenses and have cleared all sixty license tests. You can always return to the License Test area to refine your times and your skills. Try to go for all-Gold if you can. You win new cars for going all-Gold in any of the licenses. Or, just do what I do- just get your licenses and go race!





Thank you for reading!

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