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From: Jamie Stafford/Wolf Feather 
Subject: AUTO MODELLISTA: SUZUKA CIRCUIT GUIDE (PS2) - VERSION 1.0

AUTO MODELLISTA: SUZUKA CIRCUIT GUIDE
by
Jamie Stafford/Wolf Feather
FEATHER7@IX.NETCOM.COM




Initial Version Completed: March 27, 2003
Version 1.0 Completed:     March 27, 2003

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JOIN THE FEATHERGUIDES E-MAIL LIST: To be the first to know
when my new and updated guides are released, join the
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information about the list and to subscribe for free.

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CONTENTS
Spacing and Length
Permissions
Introduction
Circuit History
Driving Instructions
Sample Lap Times
Contact Information

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SPACING AND LENGTH
For optimum readability, this driving guide should be
viewed/printed using a monowidth font, such as Courier.
Check for font setting by making sure the numbers and letters
below line up:

1234567890123456789012345678901234567890123456789012
ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz

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PERMISSIONS
Permission is hereby granted for a user to download and/or
print out a copy of this driving guide for personal use.
However, due to the extreme length, printing this driving
guide may not be such a good idea.

This driving guide may only be posted on: FeatherGuides, and
GameFAQs.com.  Please contact me for permission to post
elsewhere on the Internet.

Should anyone wish to translate this game guide into other
languages, please contact me for permission(s) and provide me
with a copy when complete.

Remember:  Plagiarism in ANY form is NOT tolerated!!!!!

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INTRODUCTION
Why a guide specific to a single circuit in Auto Modellista?
Suzuka Circuit can be a bit tricky; those who have raced the
circuit in other games (such as F1 2002 or Grand Prix
Challenge) are already quite familiar with the technical
expertise required to be successful at this venue.  Suzuka
Circuit is likely to be a challenge for those who have never
raced at this venue in other racing games.

This world-famous circuit in figure-eight style is used for
many forms of auto and motorcycle racing.  One of the most
famous sights of the 'circuit' is the large Ferris Wheel on
the left side behind the main grandstands as cars pass along
the Pit Straight.  In terms of racing action, Suzuka Circuit
is perhaps best known to Westerners for the annual F1 Grand
Prix of Japan, generally the final race - and sometimes also
thechampionship-deciding race - of a given F1 season in
recent years.

Suzuka was once the official test circuit for Honda, with the
figure-eight configuration ensuring that there were a near-
equal number of both left-hand and right-hand turns.
Similarly, the circuit was purposely designed to include as
many types of corners and situations as possible, which makes
the Suzuka circuit more technically difficult than it might
at first appear to Suzuka novices.

All this makes proper vehicle set-up a bit of a challenge, as
a car must be able to brake quickly, corner with as little
effort as possible, and still be able to attain high speeds
in several key areas of the circuit.  Those with extensive
experience at Suzuka Circuit in other auto racing games -
especially simulation-based games, where proper vehicle
tuning is often crucial to success - will be better able to
find the right vehicle set-up to produce success in races at
this famous and challenging venue.

Please note that some of the information in this guide come
from my Circuit Histories Guide and my World-famous Racing
Circuits Guide, with appropriate modifications.

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CIRCUIT HISTORY
In operation since at least 1962 and the proud host of F1
races since 1987, Suzuka Circuit is the host of many forms of
motorsport - including F1 and other Formula series, and
motorbikes (including MotoGP) - as well as several racing
schools.  Suzuka comprises two different circuits: the 5.821-
kilometer (3.638-mile) International Racing Course (used for
F1 events) and the 1.264-kilometer (0.790-mile) Southern
Course (which itself contains numerous configurations).

F1 winners at Suzuka: Gerhard Berger (1987 and 1991), Ayrton
Senna (1988), Alessandro Nannini (1989), Nelson Piquet
(1990), Riccardo Patrese (1992), Ayrton Senna (1993), Damon
Hill (1994 and 1996), Michael Schumacher (1995, 1997, and
2000-2002), and Mika Hakkinen (1998 and 1999).

Japanese fans will long remember the 2002 F1 Grand Prix of
Japan, both because only ONE Honda-powered car finished the
race, and because it was driven by Japanese driver Sato
Takuma, scoring his first points of the season (at the final
race of the season) and catapulting the Jordan team ahead of
Jaguar in the Constructors Championship.  Simply listening to
the thousands of spectators whenever Sato drove past a
grandstand was incredibly inspiring even to those watching
the race on television :-)

Unfortunately, the official Web site
(http://www.suzukacircuit.co.jp/) is almost exclusively in
Japanese. Many section titles are also given in English (such
as Event Calendar, Group Enjoy!, and Circuit Queen), but the
only truly-English area is a single page with downloadable
files of information for buying tickets to the next Grand
Prix of Japan.

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DRIVING INSTRUCTIONS
Pit Straight: Good speeds can be achieved here with strong
acceleration out of the chicane.  The Pit Lane rejoins the
course from the right near the end of the Pit Straight.  The
solid white line protruding from the right at Pit Exit and
bisecting the raceway up to the entry for Turn 1 is the blend
line used for the F1 Grand Prix of Japan; cars exiting Pit
Lane must keep to the right of this blend line until the line
ends, or else a penalty is assigned to the driver.

Turn 1: This right-hand (almost double-apex) hairpin requires
moderate braking on approach, and you will likely be tapping
the brakes through the hairpin itself.  This begins an uphill
climb, and it is difficult to see the left side of the
pavement on exit, so it is imperative to be careful not to
run too wide and end up out in the sand.  There is really no
reason to overrun the hairpin on entry, as the corner is
quite easily identifiable.

Turns 2-5 (S Curves): This is by far the hardest section of
the course - tight left-right-left-right corners - except in
the lowest-powered vehicles in Auto Modellista.  The first of
the 'S' curves can likely be taken at full speed, with light
or moderate braking for Turn 3.  Turn 4 can be taken either
flat-out (not suggested) or with light braking.  No matter
what, slam HARD on the brakes for Turn 5, the tightest corner
of the 'S' section.  This entire segment of the course
continues the uphill climb, making Turn 5 particularly more
difficult.  There is ample recovery room on either side of
the course through the uphill 'S' section.  The 'S' section
is a good place to pass slower cars, if you have enough
confidence in your brakes to pass during corner entry.  No
matter what, you will NOT be surviving the 'S' curves unless
you use the brakes generously - or use only second or third
gear.

Turn 6 (Dunlop Curve): This sweeping left-hand corner is the
crest of the initial uphill segment of the course.  However,
it is best to brake lightly or at least lift off the
accelerator to keep from sliding out into the grass and sand
on the right side of the long corner.

Turn 7 (Degner): Here, the course turns to the right in
anticipation of the figure-eight pattern.  Light braking will
likely be required, but it is possible to speed through here
without braking.  To the outside of the course is a wide
expanse of grass and sand in case you overrun the corner.

Turn 8 (Degner): The final right-hand corner before passing
underneath the bridge, this turn is tighter than the previous
corner, thus moderate or heavy braking and a steady racing
line will be required here if using a high-powered vehicle.
This is also another prime passing zone.

Straightaway: Accelerate strongly out of Degner and you may
be able to pass one or two cars as you race underneath the
bridge.  The course fades to the right here before reaching
the tight Hairpin.  The fade is a good place to begin braking
for Hairpin.

Turn 9 (Hairpin): This is a tight left-hand hairpin which
begins the next uphill segment of the Suzuka circuit.  It is
possible to shortcut a little here, but the grass combined
with the angle of the hill here will really slow you down and
perhaps cause you to spin and/or slide.  Be careful not to
accelerate too soon, or you will be out in the grass.  There
is a sizeable patch of kitty litter for those who miss the
hairpin completely or lock the wheels.

Turn 10: Continuing the uphill run, the course here makes a
wide sweep to the right.  Any braking here means losing track
positions.

Turns 11 and 12 (Spoon): This is a tricky pair of left-hand
corners, in a decreasing-radius 'U' formation.  The first
corner is fairly standard, requiring little braking (if any).
However, Turn 12 is both tighter AND slopes downhill, so
judicious usage of brakes and a pristine racing line are both
important here in a medium- or high-powered vehicle,
especially if attempting to pass a slower vehicle.  If you
repeatedly misjudge any single corner at Suzuka, it will be
Turn 12; fortunately, there is plenty of recovery room on
both sides of the pavement here.  However, do not roll up on
the rumble strips or the grass on the inside of Turn 12, as
that will almost certainly cause you to lose control and
likely spin.

Straightaway: Power out of Spoon and rocket down the
straightaway, passing multiple cars.  After you cross the
bridge, start thinking about the chicane.

Turn 13 (130R): Shortly after crossing the bridge, the course
turns gently to the left.  Light braking or - even better - a
quick lift off the accelerator - is almost certainly required
at 130R to keep from sliding off-course, although experts can
speed through here at full throttle with an excellent racing
line and no encumbering traffic.

Turns 14-16 (Chicane): This is the trickiest part of the
course (even moreso than Hairpin), and quite likely the one
area which will determine whether or not you can execute a
good, low, record-breaking lap time.  The chicane begins with
a moderate turn to the right, then a tight left-hand corner,
then ends with a wider turn to the right and empties out onto
the Pit Straight; all of this is on a downhill slope, adding
to the inherent difficulty of Chicane.  Fortunately, the
inside of the chicane is filled with only sand, not barriers,
but shortcutting the chicane will likely result in a loss of
control (due to the rumble strips and the kitty litter), or
at least cause you to slow tremendously.  Be careful coming
out of Turn 15 so that you don't go too wide and bump the
right side of the vehicle on the Pit Lane barrier.

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SAMPLE LAP TIMES
To give readers an idea of the lap times possible at Suzuka
Circuit, some sample lap times are presented here.  These
sample lap times were all accomplished in Arcade Mode: Time
Attack, using the Auto Tune feature (which automatically
adjusts the chosen vehicle's tuning to what is best suited
for the chosen race venue).

                                             Base
Vehicle                       Style          HP      Time
---------------------------   ------------   -----   --------
Acura Integra Type R          Style 2        190     2:18.321
Chevrolet Corvette            Style 1        350     2:12.221
Dodge Viper GTS               Style 2        450     2:06.355
Ford Mustang GT               Style 1        260     2:27.573
Nissan 350Z                   Normal         270     2:15.425
Suzuki Alto Works RSX         Normal         63      2:35.769
Tommy Kaira ZZ-S              Style 2        197     2:03.820
Toyota Sports 800             Normal         44      2:42.955

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CONTACT INFORMATION
For questions, rants, raves, comments of appreciation, etc.,
or to be added to my e-mail list for updates to this driving
guide, please contact me at: FEATHER7@IX.NETCOM.COM; also, if
you have enjoyed this guide and feel that it has been helpful
to you, I would certainly appreciate a small donation via
PayPal (http://www.paypal.com/) using the above e-mail
address.

To find the latest version of this and all my other
PSX/PS2/DC/Mac game guides, visit FeatherGuides at
http://feathersites.angelcities.com/

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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_
=======================================================================