From: "Jamie Stafford/Wolf Feather" 
To: ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; 
Date: Saturday, June 08, 2002 11:01 AM


Jamie Stafford/Wolf Feather

Initial Version Completed: June 8, 2002
Version 1.0 Completed:     June 8, 2002


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Spacing and Length
Team Status
Wish List
Contact Information


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GTC Africa combines rally racing with wheel-to-wheel racing
action across the continent of Africa.  The settings are
definitely intriguing, and some are eye-catching enough that
it is very easy to focus on the scenery (such as Kenya's
waterfall with a rainbow) and not the often-tricky race
course itself.  In fact, if an area is particularly scenic,
it is generally an indication that that portion of the
circuit is very difficult.

This game also introduces something rather novel in racing
games: Team Status.  In many racing games, all that matters
is that the player earn enough points in a championship to
win the championship.  Team Status takes this a step further,
so that the driver's skill - measured in the amount of damage
a car receives during a race - is factored in.  Team Status
is only used in Championship Mode.

To begin playing, go first to Options and adjust all the
settings if necessary.  Then go to Single Race and
participate in both of the initially-available circuits; this
will give the player a good feel for the game and also allow
the player to test the various cars owned by each team.


Championship Mode contains three championships: East Coast
Championship, North-South Challenge, and African Tour.  It is
especially important to win as many events as possible early
in each championship, as it will become more and more
difficult to perform well in the latter races of a

In each championship, points are awarded ALMOST in FIA style:
   P1   10 points
   P2   6 points
   P3   4 points
   P4   2 points
   P5   1 point
   P6   0 points
For comparison, FIA style is as follows:
   P1   10 points
   P2   6 points
   P3   4 points
   P4   3 points
   P5   2 points
   P6   1 points
Thus, unless a driver has a significant lead in championship
points entering the final races, simply finishing a race DOES
NOT guarantee earning points.

The East Coast Championship uses the following circuits:
   Cape Town

The North-South Challenge uses the following circuits:
   Cape Town 2

The African Tour uses all the circuits from the two previous


At the beginning of Championship Mode, the player chooses a
team, and starts with a Team Status of 50%.  As the player
performs worse and worse in the championship and the car
receives more and more damage, the Team Status drops; the
better a driver's performance in each race and the less
damage a car receives per race, the Team Status rises.

Fortunately, teams do understand that some damage is likely
to occur in a race; cars swap paint, the rear end swings out
on tight corners and bangs a barrier, etc.  Thus, if the car
takes less than 10 points of damage, this has no effect on
the Team Status.  However, at 10 or more points of damage,
the Team Status fluctuation per event receives a penalty,
which can generally be offset by performing well in a race.
In an extreme case, the car can receive 30 or more damage
points in a race, which results in a penalty of -6% to Team
Status; only a race win - which earns +8% to Team Status -
will keep the driver's Team Status from dropping after that

Team Status is also important for finishing each race.  In
Championship Mode, the driver must complete each race within
the time allotted.  If the Team Status is higher than 50%,
the allotted time is slowly raised.  However, if the Team
Status is lower than 50%, the allotted time is slowly
reduced.  A higher allotted time obviously allows more time
for race completion, thus slightly easing one of the driver's
many concerns during a race.  However, as the allotted time
decreases, this adds more and more pressure on the driver.


GTC Africa boasts a total of nineteen circuits.
Unfortunately, the game does not provide a circuit overview
until that circuit is loading; a course map is not even
provided until the race is underway.  Therefore, here are the
nineteen circuits of GTC Africa, along with both what the
circuit-loading screen states and my personal observations.

Cape Town
   Loading Screen: Mainly tarmac road, with a short off-road
      hill climb, twisting down into a high-speed coastal
      run punctuated by fast bends.
   Personal Observations: This first circuit is fairly easy,
      but it is still possible to overcook corners and lose
      valuable race positions.  Extreme care must be taken
      along the coast, as several of the corners are much
      tighter than they at first appear.
   Loading Screen: Dry dirt track with wide sweeping bends,
      grit, sand, and a short tarmac section.
   Personal Observations: This is also a fairly easy circuit,
      but beware the banking on either side of the course, as
      it can easily cause the car to flip.
   Loading Screen: Fast, dry gravel track and a short tarmac
      road section with fast straights and tight challenging
   Personal Observations: Good power out of the corners is
      key here.  Take care in the final straightaway, which
      contains several jumps and a narrow bridge; coming off
      a jump somewhat askew is likely to destroy any chance
      of winning here.
   Loading Screen: Short tarmac section with dirt track
      descending into a twisting muddy gorge, then winding
      sharply through the countryside.
   Personal Observations: The twisty section between the
      mountains is an excellent place to pass by getting on
      the inside of an opponent and bumping the other car(s)
      off the optimal racing line.  Except the twisty
      mountain-floor section, the course is fairly well-
   Loading Screen: Fast, dusty track, twisting through a
      lush, populated valley.
   Personal Observations: This course is roughly in a
      figure-eight configuration.  Take extreme care with
      the final portion of the circuit, as the course is
      narrow with fences on either side; single-file is
      almost certainly preferable here.
   Loading Screen: High-altitude tarmac road snaking across a
      mountain, covered with ice and snow.
   Personal Observations: This is another course in a figure-
      eight formation.  If running in a pack, go through the
      tunnel single-file to avoid incurring A LOT of damage,
      as the tunnel is VERY narrow.  Also, brake well before
      exiting the tunnel, as the road takes a nasty left-hand
      perpendicular turn.
   Loading Screen: Slippery jungle track with tight bends,
      opening up onto a baked dirt track twisting across a
      sweeping dusty plain.
   Personal Observations: Whenever possible, straightline the
      consecutive tight S-curves.  Also, keep the eyes on the
      road, especially around the waterfall.
   Loading Screen: Slippery dirt and mud track with many
      tight corners.
   Personal Observations: This dusk race has reduced
      visibility, so intimate knowledge of the circuit is
      key to success here.  The course itself is lined with
      high, steep banks and occasional boulders, so keep to
      the racing surface at all costs!!!!  Also, on the
      approach to the tunnel, it appears that the tunnel is
      essentially non-existent, like the fake tunnels in
      Warner Bros.' Wile E. Coyote cartoons; however, keep
      powering on through, as the 'fake' appearance is simply
      an illusion created by the upward slope of the dirt/mud
      road through the tunnel.
   Loading Screen: Fast tarmac road climbing from a village
      into coastal hills, descending into a sandy, twisting
      beach section.
   Personal Observations: It is VERY easy to slip off the
      road here, especially in the sandy section at the end.
   Loading Screen: Dusty, tarmac road with sandy sections and
      many sharp bends.
   Personal Observations: It is VERY easy to overcommit to
      the many consecutive hairpin corners.  Also, this race
      takes place at dusk, so visibility is fairly poor.
   Loading Screen: Hot, dry and barren desert section on
      tarmac road, twisting over sand into the cool shadow
      of the hills before emerging again onto baking tarmac.
   Personal Observations: It is IMPERATIVE to stay on the
      racing surface, otherwise, the sand will slow the car
      to a snail's pace and allow the competition to quickly
      catch up and make easy passes.  In the final third of
      the circuit, the road runs directly into the blazing
      sun, making visibility difficult.
   Loading Screen: Largely tarmac roads, with a high-speed
      dash past beach-front hotels and a twisting section
      past a Roman amphitheater in the desert sands.
   Personal Observations: Drivers who get caught out in the
      sand here will lose speed, but not nearly as much as in
      Libya.  Beware the boulders, lampposts, and palm trees
      along much of the circuit.  Intimate knowledge of the
      course is key to success here, as many corners are
      unsighted on approach.  Shortly after passing the
      hotels, the road narrows with fences on either side.
   Loading Screen: Tarmac road winding through a fortified
      town, then dirt road snaking upward into the
      surrounding hills.
   Personal Observations: This tiny venue is extremely
      tricky.  There are several points where the road
      briefly diverges, which - if used judiciously - can
      allow for easily passing a pack of cars.  However, the
      many trees and lampposts provide constant obstacles all
      along the circuit.  Also, there is a section of
      consecutive hairpin corners - all on an uphill slope -
      which will make players wish they were attempting to
      pass the Complex String Time Trial in the Arcade Mode
      of Gran Turismo 3!!!
   Loading Screen: Cracked earth road skirting a lake before
      climbing into a twisting hill section.
   Personal Observations: Climbing the mountain is made very
      tricky with the position of the sun.  Excellent
      cornering will be required descending the mountain.
   Loading Screen: High-speed circuit with tarmac and dirt
      track sections, circling a volcanic crater lake.
   Personal Observations: This almost perfectly circular
      circuit is highly unique in that it also offers a split
      in the course; however, the Start/Finish 'Line' is
      actually two Lines as they are located about two-thirds
      of the way along this split!!!  Perhaps the best path
      to take at the split is to the right, as this provides
      the best possible racing line when the two paths
      rejoin at the entrance of a narrowed corner.
   Loading Screen: Deep jungle mud track with fast bends
      and straights with jumps.
   Personal Observations: To quote JP from SSX Tricky, 'Le
      retour de la jongle!!!'  The road is certainly wide
      enough for two-wide racing; some sections may even
      accommodate three-wide racing.  However, there are
      barriers on both sides of the road almost the entire
      way around the circuit, so there is no recovery area
      in case a driver overcooks a corner.  It is also quite
      interesting seeing the birds fly by :-)
   Loading Screen: Fast dirt track, with a sweeping desert
   Personal Observations: This course has several jumps, some
      of which can be treacherous because - if taken at full
      speed - the landing zone is directly against a barrier.
      Some corners are better approached as wide U-type
   Loading Screen: Dirt track and tarmac through narrow
      gorges and across wooden bridges.
   Personal Observations: Due to the narrowness of the
      circuit, expect passing here to be extremely difficult,
      almost as difficult as passing at the Grand Prix of
      Monte Carlo in F1 racing.  Fences and rock cliffs line
      most of the circuit, with several large boulders also
      providing incentive to keep using the brakes.
Cape Town 2
   Loading Screen: Inner city, street driving on tarmac with
      many tight bends.
   Personal Observations: This is even more annoying than the
      Complex String circuit in Gran Turismo 3 :-(   This
      course is almost entire comprised of right-angle turns
      which double back on themselves.  Even worse, the brief
      straightaways between the corners are too long to treat
      these as wide U-type corners.  Also, plenty of fencing
      blocks any possibility of shortcutting a corner, so
      passing to the inside of an opponent on braking will be
      quite difficult here.  Driving on the cobblestone
      streets feels really weird if the vibration function is


Since race venues are only unlocked by performing well in
Championship Mode, drivers should be permitted the
opportunity to take a few practice laps at each new venue in
Championship Mode.  This would be FAR better than 'forcing'
drivers to participate in races with no prior knowledge of
the venues in their first time through the Championships.

Qualifying would be a nice addition to the game :-)

It is very easy to forget how many laps have been completed
and how many remain; having a lap counter, or a message
indicating Final Lap, would be greatly beneficial.

Since accumulating ZERO damage points in a race is rare, this
should be rewarded by the team by raising Team Status,
perhaps by 4%.


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                   Wolf Feather    Jamie Stafford
Just as there are many parts needed to make a human a human, there's a
remarkable number of things needed to make an individual what they are.
                - Major Kusanagi, _Ghost in the Shell_
   What isn't remembered never happened. - _Serial Experiments Lain_