```_____              _                      _    _  _____
|  __ \            | |                    | |  | |/ ____|  /\
| |  | | __ _ _   _| |_ ___  _ __   __ _  | |  | | (___   /  \
| |  | |/ _` | | | | __/ _ \| '_ \ / _` | | |  | |\___ \ / /\ \
| |__| | (_| | |_| | || (_) | | | | (_| | | |__| |____) / ____ \
|_____/ \__,_|\__, |\__\___/|_| |_|\__,_|  \____/|_____/_/    \_\
__/ |
|___/

______      ____
|  ____/\   / __ \
| |__ /  \ | |  | |
|  __/ /\ \| |  | |
| | / ____ \ |__| |
|_|/_/    \_\___\_\

----------------------------

Version: 1.0
Date April 30, 2001

The true arcade version finally comes home with many, many improvements!
This guide uses M/PH, if you have the japanese version of the game, you
will be in KM/PH, to convert my guide to KM/PH, divide the speed by
0.625. So, for example, 200 MP/H would be 320 KM/PH. (200 / 0.625)

Version History
----------------------
0.1 - Inital Release
0.2 - Added some grammar fixes, changed a bit of misprinted information,
added some track walkthroughs and modes of play info.
1.0 - All track walkthroughs are done, as well I filled out the car
information a bit.

----------------------

1. Moves
1.1 Jumpstart
1.2 Powerslide
1.3 Drafting
1.4 Wall Riding
1.5 Handicap Slingshot *VS and online only*

2. The Cars
2.1 Comparison Chart
2.2 Tires
2.3 Car Descriptions
2.3.1 Hornet
2.3.2 Grasshopper
2.3.3 Falcon
2.3.4 Lightning
2.3.5 Unicorn
2.3.6 Red Cat
2.3.7 Pywackett Barchetta
2.3.8 Rule of the Ninth
2.3.9 Javelin
2.3.10 Pywackett Barchetta Super
2.4 How to drive stick

3. Track Strategies
3.1 Three Seven Speedway
3.2 Dinosaur Canyon
3.3 Seaside Street Galaxy
3.4 Desert City
3.5 National Park Speedway
3.6 Circuit Pixie
3.7 Rin Rin Rink
3.8 Mermaid Lake

4. Modes of Play/Options

5. How to unlock stuff
5.1 Red Cat
5.2 Rule of the 9th
5.3 Unicorn
5.4 Pywackett Barchetta Super
5.5 Pywackett Barchetta
5.6 Javelin

6. Thanks!

7. Legal
-----------------------------------------------------------------------------

1. Moves
----------------------
Moves? In a racing game? Yep. Not many, really. But these will help keep you
in the race when the pros smoke everyone else.

1.1 Jumpstart
----------------------
Wanna get an edge on the competition right from the start? This is especially
helpful in championship mode as you get a quick start off the line. Here's how
you do it.

Firstly, you have to be using the triggers for gas, if you set up a different
control configuration, change it back. Hold the gas down only part way until
you are revving the engine into the yellow zone. At the same time, hold the
brake. Your car will actually look like it's waiting to take off. When the
countdown changes from 1 to GO, quickly release the brake and press down the
accelerator. If you are in manual, get ready to go into second gear.

1.2 Powerslide
----------------------

Powersliding, easily the single thing that separates the best from everyone
else. Also, the question that is probably posted the most is how to do it,
and how to do it right.

Go in to a turn high, because you lose ground on your slide. Start turning
and as you release the gas, tap the brakes and you will start to move
sideways. To make the turn more sharp, brake a little more, but not too much
or you spin out.. If you have manual transmission, if you shift down you can
get your slide on a lot better. You can begin to accelerate a bit before
you've recovered from your slide, but don't accelerate too much or you will

1.3 Drafting
----------------------

Pretty simple, move behind a car that is infront of you, making it a wind
break to reduce your wind resistance, speeding you up a bit. Use this speed
boost to get around him!

1.4 Wall Riding
----------------------

This difficult, advanced technique involves you going very fast and very high
into a turn. It's only done on turns where the road meets the wall with no
grass or sand on the high side. What you do is you just touch, (not too hard)
the inside wall enough to make sparks. Then, steer yourself away very
slightly. This will change your trajectory enough so you will head straight,
and only lose a little speed, depending on how well it was done. This is the
toughest move, and much practice is needed.

1.5 Handicap Slingshot
----------------------

Please note that this is considered very cheap, and I must caution against
it's use as it will give you a bad name. Make sure that handicap is on.

behind him or her. Wait until the last lap, preferably around the last turn.
Wait for them to make the last turn and once they've committed, use the extra
traction and speed granted by handicap to make your move and pull ahead. Best
when used in conjunction with drafting.
-----------------------------------------------------------------------------

2. The Cars
---------------------------
This section includes car data for all the cars, including the unlockable
ones. Each car has it's strong points and weak points, but finding the right
car for each track can turn you into a devastating driver.

2.1 Compairison Graph
---------------------------
Here's how the cars stack up against each other in the three stats. Each "="
represents 10 points of the respective stat, and the ":" means 5 points.

Grip                Acceleration         Max Speed

Hornet                    |=======   |        |=======   |        |=======   |
Grasshopper               |========= |        |====      |        |===       |
Falcon                    |========  |        |=====     |        |=====     |
Lightning                 |=====     |        |========  |        |========  |
Unicorn                   |===:      |        |========= |        |========= |
Red Cat                   |======    |        |========  |        |======:   |
Pywackett Barchetta       |========: |        |========  |        |====      |
Rule of the Ninth         |=====     |        |========: |        |========: |
Javelin                   |==        |        |==========|        |==========|
Pywackett Barchetta S.    |==========|        |======    |        |====:     |

2.2 Tires
---------------------------
Allows you to modify your car a little, select a harder tire for more sliding
and a softer one for more grip depending on your strategy. I usually just use
default tires.

2.3 Car Descriptions
---------------------------
Here are my thoughts on each of the cars. This is from my experience, so I
hope youtry them for yourself to find which is best for each course. Note,
when I write tracks to avoid, I mean only in a general sense, anyone can get
good times on any track with any car.

2.3.1 Hornet
---------------------------
Max Speed (Automatic/Manual): 199/208 MPH
Status: Unlocked from beginning
Total Stat Point: 210

Strengths: All around good car. Good for new players, not too grippy or slidy.
Weaknesses: This car's powerslides seem limited, and manual transmission speed
gain isn't great.

Good Tracks: Desert City, National Park Speedway, Dinosaur Canyon
Tracks to Avoid: Circuit Pixie

2.3.2 Grasshopper
---------------------------
Max Speed (Automatic/Manual): 183/193 MPH
Status: Unlocked from beginning
Total Stat Point: 160

Strengths: Hugs the road and won't let go. You're always in control.
Weaknesses: I find that other cars just beat me on the straightaways too
much, so try to block them in. After you get Pywackett Barchetta Super,
this car is obsolete.

Good Tracks: Seaside Street Galaxy
Tracks to Avoid: Circuit Pixie, Three Seven Speedway

2.3.3 Falcon
---------------------------
Max Speed (Automatic/Manual): 193/202 MPH
Status: Unlocked from beginning
Total Stat Point: 180

Strengths: Good manual speed gain. This car is one of my favourites because
you don't have to powerslide as much, which gives you greater control. Solid
all around.
Weaknesses: Mediocre acceleration and speed will hurt you on straightaways.

Good Tracks: Desert City, Rin Rin Rink, National Park Speedway
Tracks to Avoid: Three Seven Speedway, Mermaid Lake

2.3.4 Lightning
---------------------------
Max Speed (Automatic/Manual): 193/202 MPH
Status: Unlocked from beginning
Total Stat Point: 210

Strengths: My second favourite car. Use this car to punish on straightaways.
Weaknesses: Slidy and hard to control sometimes, but that is the way with all
the powerful cars. Obsoleted by Rule of the Ninth.

Good Tracks: Three Seven Speedway, Mermaid Lake, Rin Rin Rink
Tracks to Avoid: National Park Speedway

2.3.5 Unicorn
---------------------------
Max Speed (Automatic/Manual): 218/227 MPH
Status: Needs to be unlocked, see "How to unlock stuff" section for details.
Total Stat Point: 215

Strengths: An incredibly powerful car. Use this to simply overpower your
opponent. Using softer tires can help make this car hold the road better.
Weaknesses: Expect it to be like driving on black ice for a while. You should
be a master of the powerslide when you use this car.

Good Tracks: Three Seven Speedway, Circuit Pixie
Tracks to Avoid: Dinosaur Canyon

2.3.6 Red Cat
---------------------------
Max Speed (Automatic/Manual): 193/203 MPH
Status: Needs to be unlocked, see "How to unlock stuff" section for details.
Total Stat Point: 205

Strengths: Can hold it's own on most tracks, good for stop n go courses with
a lot of turns.
Weaknesses: Sometimes I wonder why I don't just use the hornet.

Good Tracks: Seaside Street Galaxy, Desert City
Tracks to Avoid: Circuit Pixie

2.3.7 Pywackett Barchetta
---------------------------
Max Speed (Automatic/Manual): 184/193 MPH
Status: Needs to be unlocked, see "How to unlock stuff" section for details.
Total Stat Point: 205

Strengths: Grippy, very grippy. It's fun to watch your opponents faces when
you zip by them in this.
Weaknesses: With the second lowest max speed in the game, straightaways
get very long.

Good Tracks: Seaside Street Galaxy, Desert City
Tracks to Avoid: Circuit Pixie, Three Seven Speedway

2.3.8 Rule of the Ninth
---------------------------
Max Speed (Automatic/Manual): 209/218 MPH
Status: Needs to be unlocked, see "How to unlock stuff" section for details.
Total Stat Point: 220

Strengths: Very fast if you can keep it on the road. Cool writing on the
tires, "Get the Key".. hmm, what could that mean? Faster than the Lightning,
better grip than the Unicorn. This is the car I use most.
Weaknesses: Strange shape sometimes causes collision detection errors. Expect
some extra crashes, also inside the car mode has a wierd windshield, making
it a bit harder to see.

Good Tracks: Circuit Pixie, Three Seven Speedway, Seaside Street Galaxy
Tracks to Avoid: Rin Rin Rink

2.3.9 Javelin
---------------------------
Max Speed (Automatic/Manual): 271/281 MPH
Status: Needs to be unlocked, see "How to unlock stuff" section for details.
Total Stat Point: 220

Can be used effectively on courses with few sharp turns.
Weaknesses: Very hard to unlock. Impossible to control. Experts only.

*Note: I've heard this car isn't so bad on courses with long, sloping
curves.

Good Tracks: Circuit Pixie, Mermaid Lake
Tracks to Avoid: Desert City, Dinosaur Canyon, Sea Side Street Galaxy,
National Park Speedway, Rin Rin Rink

2.3.10 Pywackett Barchetta Super
---------------------------

Max Speed (Automatic/Manual): 189/198 MPH
Status: Needs to be unlocked, see "How to unlock stuff" section for details.
Total Stat Point: 205

Strengths: 100 grip means a very forgiving car. This makes up for lack of
acceleration, we hope. Make sure to stay low in turns.
Weaknesses: Straightaway = your death. Literally, there are some cars that
can go 30 MPH faster, and will leave you in the dust.

Good Tracks: Seaside Street Galaxy, Desert City
Tracks to Avoid: Circuit Pixie, Three Seven Speedway

2.4 How to drive stick
---------------------------

The difference between Manual and Automatic is like light and day. You can
learn to shift more efficiently than Automatic giving you better
acceleration, a higher top speed and will make  powerslides easier. You might
want to cut your teeth in Automatic, as it is less complicated, but make the
switch as soon as possible.

Here's how you do it. When you are driving, watch your Tachometer (RPM Meter)
at the top of the screen, just before it redlines, shift up a gear. The
tachometer should then go back down and start creeping up again, repeat until
in fourth gear. If you crash or have to slow down a lot, shift down to
whatever gear is necessary so that you the tachometer isn't redlining, and as
well, isn't at the other end, struggling to gain speed.

-----------------------------------------------------------------------------

3. Track Strategies
---------------------------

Here are a few general strategies that have helped me in each of the
following courses. Keep in mind that this is just a general strategy.

3.1 Three Seven Speedway
---------------------------

Track Length: 1 Mile
Fixation Lap: 8
Turns: 3
Best Cars: Rule of the Ninth, Unicorn
Notes: Rolling Start, no need for jumpstart.

Track Map:

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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%%% Turn 3  (Sonic Mountain)                                       %%%%%%
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Turn 1

Turn 1: Long, easy left, slightly banked try not to slow down, it's not
nessecery.
Turn 2: More of the same, try to come out in the middle, it gives more room
for dodging traffic, if needed.
Turn 3: Powerslide hard, depending on your grip, usually anywhere from
180-200 MPH will get you optimum time.
Try to come in low and slide high.

3.2 Dinosaur Canyon
---------------------------

Track Length: 2.415 Miles
Fixation Lap: 4
Turns: 5
Best Cars: Hornet
Notes: Watch the last turn, you've just come off an uphill grade, and you'll
need to slow down quickly.
Look at the map, looks like a dinosaur head!

Track Map:

%%%%%%%%%%%%%%%%%%
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%%%% Turn 2            %%%%
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%%%%%%%%%%         %%%%%%
%%%%%%            %%%%

Turn 5

Turn 1: Long easy right with a high bank, gain speed, come out of turn in the
middle.
Turn 2: Sharp turn left, slow slightly if nessecery, don't powerslide here.
Turn 3: Corkscrew, drive down the middle and start a powerslide about 1
second before the checkpoint.
Turn 4: U Turn, stay inside in the apex of the U and you will come out of the
turn low.
Turn 5: Slow down to about 160 to 180 depending on your grip and do a
powerslide.

3.3 Seaside Street Galaxy
---------------------------

Track Length: 4.922 Miles
Fixation Lap: 2
Turns: 12
Best Cars: Rule of the Ninth, Pywackett Barchetta
Notes: My favourite course! This very technical course is the hardest track
in the game.

Track Map:

Turn 4 (Jeffrey Statue)

%%
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Turn 11

Turn 1: Long easy left, watch out for traffic as it's easy to box you in
here.
Turn 2: Stay HIGH in this turn and drift down onto Seaside street.
Turn 3: Slow way down and take this corkscrew turn slow, maybe about 100 mph
get ready for the second part of the corkscrew, if you are sliding too much
from the first turn you'll hit the wall.
Turn 4: Go about 150-170 mph around this turn, cut it and take it low.
Turn 5: Powerslide, around this turn, 170+ MPH is possible. Slide out a lot
so you can be low for turn 6.
Turn 6: Cut from high to low and brake, you can do about 140 MPH if you
slide well, don't overshoot, or you'll be in grass.
Turn 7: A little bend before the bridge area. Don't slow, come out of it
high.
Turn 8: On ramp for the bridge. You can easily do 160 MPH if you slide cutting
high to low. You need to go fast out of here to get onto the bridge at a good
speed.
Turn 9: Slow to about 130 and slide very steeply, making sure you come into
this turn high. It's not banked so you'll have to watch the wall. If you are
going to hit the wall, hit it with the back of the car to propel yourself
forward.
Turn 10: Medium sharp left, stay close to the wall on the left, but off the
grass
and do a powerslide at the second "turn left" sign, steepen with brakes if
needed.
Turn 11: Easy corkscrew before the last turn, be in the middle for the next
turn.
Turn 12: The toughest turn in the game. Powerslide as steeply as you can
without spinning out. Depending on your grip, 140-150 is the fastest you
should
start this turn at.

3.4 Desert City
---------------------------

Track Length: 1.850 Miles
Originally from: Circuit Edition
Fixation Lap: 4
Turns: 6
Best Cars: Hornet
Notes: Race takes place in a rocky wasteland, the rock formations are
awe inspiring! Watch out for the second turn.

Track Map:

Turn 2

%%%
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Turn 5

Turn 1: Short easy right, come out low for the next turn.
Turn 2: This long, winding right turn can be taken at up to 175 MPH if
you go into it low and make sure when you come out of it you don't hit
the wall on the high side.
Turn 3: Powerslide around this one watching out for the low wall.
Turn 4: Don't slide here, instead just steer hard left, speed is important
as you are about to be on a straightaway.
Turn 5: Slow down before you enter this turn, and slide, but not too much
because the road is narrower here.
Turn 6: If you slowed down (or got slowed down earlier, you should be
going about the right speed for this turn.
Turn 7: Cut from high to low and don't slow at all. You can really help your
next lap with a good turn here.

3.5 National Park Speedway
---------------------------

Track Length: 2.149 Miles
Originally from: Circuit Edition
Fixation Lap: 6
Turns: 5
Best Cars: Hornet, Falcon
Notes: A converted National park. Track seems narrower than it really is.

Track Map:

Turn 1

%%%%%%%%
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Turn 1: Not steep, but long. It's banked so staying low is easy.
Turn 2: Cut directly between the two walls and you can keep all your
speed, try going in high and cutting to low.
Turn 3: Corkscrew, slow down and be ready to make two quick slides,
you'll have to recover quickly for the second.
Turn 4: Sliding is risky, slow down to about 130 MPH.
Turn 5: Easy turn, retain speed for next lap.

3.6 Circuit Pixie
---------------------------

Track Length: 1 Mile
Originally from: Daytona USA Exclusive
Fixation Lap: 8
Turns: 2
Best Cars: Rule of the Ninth, Unicorn, Javelin
Notes: A traditional oval course, woohoo. For racing purists.

Track Map:

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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%%%%     %%                                                  %%%%
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%%%%  Turn 2                                                       %%%%
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S
T
A
R
T

Turn 1: A long sloping turn, stay as close to the inside as possible.
Turn 2: Same as turn 1, except the other way.

3.7 Rin Rin Rink
---------------------------

Track Length: 1.857 Mile
Originally from: Daytona USA Exclusive
Fixation Lap: 6
Turns: ??
Best Cars: Rule of the Ninth, Unicorn, Javelin
Notes: A beautiful course with only one tough turn. Good for practice.

Track Map:

%%%%
%%%  %%    Turn 1
%%%%    %%
%%%%       %%
%%%%          %%
Turn 2   %%%            %%
%%%              %%
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%%  P %% %%
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%%%  T %% %%
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%%%   R %% %%
%%%   O %% %%
%%%    A %% %%
%%%    D %% %%
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%%

Turn 4

Turn 1: Brake hard and start your turn early. Cut from high to low and get
close to the inside wall without touching the grass. Slide out high.
Turn 2: You can take this one at about 150 MPH, if you come in low,
watch you don't spin out by trying to make the turn too steep.
Turn 3: Easy right, but it will catch you if you haven't recovered
from turn 2.
Turn 4: Long, banked turn. No problem.

3.8 Mermaid Lake
---------------------------

Track Length: 2.389 Mile
Originally from: Daytona USA Exclusive
Fixation Lap: 6
Turns: ??
Best Cars: Rule of the Ninth, Unicorn, Javelin
Notes: A nice lake adorns this beginner course.

Track Map:

%%%%%%
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%%%%%                  %%%%%
%%%%        Turn 2      %%%%
%%%%                    %%%%
%%%%%                  %%%%%
%%%%%                %%%%%
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%%%%%%  Turn 3 (after the underpass)
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SSSS  START        %%%
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Turn 5    %%%%%%%%%%%%%    Turn 4

Turn 1: Easy Right, don't slow.
Turn 2: Around the loop, nice and leisurely, stay low and try to stay at
max speed.
Turn 3: Corkscrew, Just cut up the middle of it and try not to turn,
perserve speed.
Turn 4: Sloping left hand turn. Come out of it high, for next turn
Turn 5: Powerslide hard, 135 MPH is attainable. Try for a high speed here,
as it's smooth sailing for most of the rest of next lap.

-----------------------------------------------------------------------------

4. Modes of Play/Options
---------------------------
Single Race - Race against computer controlled cars and against the clock,
while setting record times!

Championship - Score points by winning or placing in various races. You can't
save between races, only between sets. Having first place after any lap gains
you points, and leading for consecutive laps gets you chain lead points.

Time Attack - Have the course to yourself. Try to beat your old times or
just practice courses. If you set free run, you can practice a course
indefinetly.

Vs Battle - Play against a friend in a two player split screen mode! Have
up to 8 computer players play with you.

Net Battle - Play over the internet against other Daytona Racers and compete
for points! You can use any unlocked cars you have in this mode!

-----------------------------------------------------------------------------

5. How to unlock stuff
---------------------------
These are the cars I currently know how to unlock and I think this is all of
them, thanks to Onion777 for telling me how to get the Javelin. Also thanks
to briankelleher for telling me how to get pywackett barchetta super and to
various friends on seganet for rumors which helped me get the rest.

5.1 Red Cat
---------------------------
Win any race online, or wait until your timer passes 20 hours.

5.2 Rule of the 9th
---------------------------
Set a new track record in all eight mirror reversed tracks in single race.
The number of cars you set doesn't make any difference, so set them high or

5.3 Unicorn
---------------------------
Complete the championship mode.

5.4 Pywackett Barchetta Super
---------------------------
Take the Pywackett Barchetta and select a track, and change the laps to two.
Turn around at the start and do the entire course in reverse.

5.5 Pywackett Barchetta
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Beat 777 speedway in single race with the original four cars.

5.6 Javelin
---------------------------
Run your timer past 100 hours.

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6. Thanks!
---------------------------

Thanks to you for reading this, first and foremost. Also thanks to Onion777
and briankelleher for car unlocking information to Sega for making this game
and figlet, the program that did my super cool title ASCII art.

7. Legal
---------------------------

This document may not be altered, or used for any type of profit. It may be
reproduced for personal, private use only, and it must be reproduced in it's
entirety. It may not be placed on a CD, printed in a magazine or any type of
publication, without the consent of John Kadonoff.

This FAQ can only appear on the following sites:
Please email me at macman@accessv.com if you got it elsewhere.

- GameFAQS
- Cheat Code Central
- Cheat Planet
- Neoseeker