F1 Championship Season 2000 Walkthrough :
This walkthrough for F1 Championship Season 2000 [Playstation 2] has been posted at 29 Aug 2010 by chadman1 and is called "FAQ/Driving Guide Final". If walkthrough is usable don't forgot thumbs up chadman1 and share this with your freinds. And most important we have 3 other walkthroughs for F1 Championship Season 2000, read them all!
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Walkthrough - FAQ/Driving Guide Final========================================================= = = = FFFFF 11 CCCCC SSSSS 222 000 000 000 = = F 1 1 C S 2 2 0 0 0 0 0 0 = = FFF 1 C SSSSS 2 0 0 0 0 0 0 = = F 1 C S 2 0 0 0 0 0 0 = = F 11111 CCCCC SSSSS 22222 000 000 000 = = = = = = F1 CHAMPIONSHIP SEASON 2000 DRIVING GUIDE = = = = By = = Jamie Stafford/Wolf Feather = = FEATHER7@IX.NETCOM.COM = = = = =============================================== = = = = Initial Version Completed January 25, 2001 = = = = FINAL VERSION Completed: August 20, 2001 = = = ========================================================= UPDATE NOTE According to workers at a local mall gaming store, F1 2001 is now set for release September 25 - go to your favorite gaming store and reserve your copy now!!!!! However, I understand that Sony will finally be releasing its own popular European F1-based game (Formula1 2001) in the States about the same time, so when you place your reservation, make sure it is a reservation for the EA Sports game. Given that F1 2001 is about to be released and that this particular game guide has been greatly expanded since its initial release seven months ago, this is the FINAL VERSION of the F1 Championship Season 2000 Driving Guide. I would like to take this opportunity to thank all of those who have sent me e-mails, initiated conversations concerning tires and wheelspin, and just even wrote to thank me for my efforts. Finally, if you are looking for the perfect racing game to fill your time until F1 2001 is released, I strongly suggest Le Mans 24 Hours (for PS2). It is certainly a very different experience from driving open-wheel cars, but the semi- simulation game is both fun and challenging, and gives players a chance to experience endurance racing. For those skeptics who remember Test Drive: Le Mans, rest assured that Le Mans 24 Hours is FAR superior!!! Also, the game focuses on more than simply the famous annual Le Mans race, adding the Petit Le Mans (held annually at Road Atlanta), as well as several world-famous circuits (including Suzuka, Catalynua, and Donington) and their variations. Le Mans 24 Hours was just released this past week, and I already have a driving guide prepared for it, available at FeatherSites (http://www.angelcities.com/members/feathersites/) and many of the same Web sites where this guide is located. ============================================== ============================================== ============================================== CONTENTS Spacing and Length Permissions E-mail List Introduction Assumptions and Conventions Car Set-ups Completely Subjective Section General Tips The 2000 Courses Course Difficulty and Drivability Rankings Differences and Additions Training Mode Scenario Mode Grand Prix of Australia: Albert Park Grand Prix of Brazil: Interlagos Grand Prix of San Marino: Imola Grand Prix of Great Britain: Silverstone Grand Prix of Spain: Catalunya Grand Prix of Europe: Nurburgring Grand Prix of Monaco: Monte Carlo (Temporary Street Circuit) Grand Prix of Canada: Gilles Villeneuve Grand Prix of France: Nevers Magny-Cours Grand Prix of Austria: A1-Ring Grand Prix of Germany: Hockenheim Grand Prix of Hungary: Hungaroring Grand Prix of Belgium: Spa-Francorchamps Grand Prix of Italy: Monza Grand Prix of the United States: Indianapolis Grand Prix of Japan: Suzuka Grand Prix of Malaysia: Sepang Wish List Wrap-up Contact Information ============================================== ============================================== ============================================== 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 Note that this driving guide is well over 70 pages long using Courier 12 font with single-spacing in Microsoft Word. ============================================== 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, GameFAQs.com, f1gamers.com, PSXCodez.com, Cheatcc.com, Absolute-PlayStation.com, RedCoupe, InsidePS2Games.com, CheatPlanet.com, The Cheat Empire, a2zweblinks.com, Gameguru, cheatingplanet.com, neoseeker.com, ps2fantasy.com, and vgstrategies.com. Please contact me for permission to post elsewhere on the Internet. Should anyone wish to translate this driving guide into other languages (F1 Championship Season 2000 is also optimized for French and Spanish), please contact me for permission(s) and provide me with a copy when complete (especially important so that I can improve my French and Spanish skills). Remember: Plagiarism in ANY form is NOT tolerated!!!!! ============================================== E-MAIL LIST I have also decided to implement an e-mail list, to notify others when this driving guide is updated (which seems to be at least monthly). I do plan on writing a driving guide for F1 2001, so those on this list will be automatically included in the list for the F1 2001 driving guide. Interested persons should send an e-mail to me at FEATHER7@IX.NETCOM.COM and ask to be included in this list. As always, general comments, concerns, questions, rants, raves, etc., can also be sent to me at this same e-mail address. ============================================== ============================================== ============================================== INTRODUCTION Most likely, if you play F1 Championship Season 2000, then you are at least a casual fan of Formula 1 racing, and have at least basic knowledge of many or all of the currently-used F1 courses. That knowledge does indeed help when first playing F1 Championship Season 2000, and vice versa - extensive gameplay helps in determining where the drivers are on each course when races are televised. The main part of this driving guide provides information to help you to cleanly drive each course. Even those who know the courses fairly well and/or play the game regularly can always use tips. Please note that much of this information comes from the driving guide I wrote for F1 2000 (the predecessor to F1 Championship Season 2000), also by EA Sports. Those who have read and/or downloaded the driving guide for F1 2000 will already have the same basic information covered in this driving guide. This driving guide has been modified and expanded to reflect the differences between the two games, and I am periodically adding more details to the circuit information (especially where there are some minor differences between the two games) as well as a Wish List in case anyone from EA Sports is reading this document. The information within this driving guide is based on the PSX/PS1 version of F1 Championship Season 2000. I have not had the chance (i.e.: funds) to acquire the PS2 version, but I have been told by a local gaming store employee that the only real difference between the two versions is a richer overall color in the PS2 version. Then again, the March 2001 issue of _PSM_ royally panned the PS2 version for its 'cartoony graphics' (page 42). ============================================== ASSUMPTIONS AND CONVENTIONS Several of the official course and segment names used in F1 racing include the use of characters which are not standard to the English language, on which the Internet and standard text-only documents are based. In order to eliminate the potential for 'strange characters' in a standard, text-only, Internet-distributed document, these characters have purposely not been used - much to the consternation of language purists, including myself. This driving guide is designed with the assumption that you (the player) are playing with Dry Weather, Fuel Usage, Flags, Equipment Failures, and Damage all activated. (Weather is randomized if Realistic Weather is chosen.) Most important here is Flags; with the Flags option activated, shortcutting corners, driving too far off-course, passing another car when the yellow flag is displayed, and reckless driving (including driving backward during a race) will instigate a ten-second Stop-Go Penalty; driving backward results in an immediate Black Flag, ending your race). It is not possible to 'accumulate' multiple outstanding Stop-Go Penalties and then serve them all at once (that would be far too easy!!!); if more than one Stop-Go Penalty is outstanding, you will be shown a Black Flag and be forced to end the race prematurely. According to the FIA's rules for F1 competition, a driver may make no more than three complete laps before serving a Stop- Go Penalty once one has been assigned, or else the driver is shown the Black Flag. However, if a Stop-Go Penalty is issued in the last five laps of a race and is unserved, the driver is instead penalized by adding twenty seconds to his or her overall time. F1 Championship Season 2000 also follows the twenty-second penalty in this case, but only if the Stop-Go Penalty was assigned with less than three complete laps remaining in the race. Also, F1 Championship Season 2000 gives a driver the Black Flag for entering Pit Lane from the wrong direction (Pit Exit). Most racetracks outside the United States name most corners and even some straightaways. Where these names are known, they will be included in parentheses and referenced in the explanatory text. These names have been gathered from course maps available on the courses' official Web sites, my memory of how F1 races have been called by American TV sportscasters (Fox Sports Net and SpeedVision, in 1999 and 2000), and/or from the Training Mode of F1 Championship Season 2000 (corner/segment names are listed at the bottom of the screen). To the extent possible, these names have been translated into English. ============================================== CAR SET-UPS First, these set-ups are for the PSX and PS2 versions of F1 Championship Season 2000. It was recently brought to my attention that the PC version of the game uses a different set-up configuration. Unfortunately, I cannot provide any assistance here, as I own a Mac, only use PCs on rare occasions on campus, and do not have access to a PC on which I can play games. Gomen nasaiŠ During the Test Day, Practice, and Qualifying sessions, sitting in the Pits and pressing the Start button brings up an options screen. Selecting 'Car Setup' brings up dialogues to change Front Downforce, Rear Downforce, Gear Ratios, Steering Lock, and other car settings (press the up, down, and circle buttons to switch between these dialogues). For convention, this driving guide will use the following system to show these settings: Ground Clearance: -1 These dialogues show seven small boxes. The centermost box means a neutral (zero) setting. The three boxes to the left mean progressively lower settings (negative), while the three boxes to the right mean progressively higher settings (positive). The number indicates how many boxes in each direction the red square should move. Each course will have suggested settings to help stabilize the car chosen for that circuit. These are simply suggestions, largely based upon my rather aggressive driving style, with the car truly on the hair-thin edge of its limits. Experiment and find the car set-up which works best for your driving style for each course. I would assume that the bulk of any individual player deviations will be made to the Front Downforce, Rear Downforce, and Rear Diffuser settings. If this makes any difference, these car set-ups were all specifically set playing as Michael Schumacher (Ferrari) in Practice Mode, with dry weather, no damage, no flags, no tire wear, and no failures. The car set-ups presented here are essentially the same ones that I use in actual races, just more fine-tuned with several laps in Practice Mode. Also related to the suggested set-ups, I recently received an e-mail from a highly-observant player asking why I use a Gear Ratio of -3 (fastest acceleration) on every circuit. While I replied to him directly, I assumed others might also be wondering about this consistent setting, to which I can only reply in a two-part answer. First, this was originally an unconscious 'holdover' from playing other racing games, such as the Gran Turismo series. Most importantly, however, it fits my aggressive driving style quite well, providing quicker acceleration - which is especially useful for passing in turns, or for recovering quickly when I brake too deep into a corner. (For those wondering about this last statement, the driving tips for each course are for more 'standard' driving styles, not for highly-aggressive driving styles like mine.) While Gear Ratio of -3 produces fastest acceleration, using the suggested car set-up for each course (except perhaps for Monaco) will still allow players to drive faster than any CPU-controlled vehicle on the track; on long straightaways (such as at Monza and Indianapolis, and especially at Hockenheim), speeds of well over 200MPH/320KPH (even approaching 220MPH/350KPH) are quite commonŠ and isn't that really fast enough!?!?!?!?!?!?!?! ============================================== COMPLETELY SUBJECTIVE SECTION My favorite courses are: Albert Park Imola Monaco (to watch a race, not to actually race - especially since I was able to visit Monaco in 1991) Hockenheim Spa-Francorchamps Monza Suzuka My least favorite courses are: Interlagos (but NOT because of any falling billboards!!!) Nurburgring Monaco (to race) A1-Ring Sepang My favorite corners: Albert Park: Turns 11 and 12 Silverstone: Copse and Stowe Monaco: The Tunnel, and the entry to the Swimming Pool Chicane Circuit Gilles-Villeneuve: Nurburgring and Turns 12 and 13 Hockenheim: The Stadium and the Ayrton Senna Chicane Spa-Francorchamps: La Source, Pouhon, and Blanchimont Monza: Curva Parabolica Indianapolis: Turn 13 (Indy/NASCAR Turn 1) Suzuka: Degner and 130R My least favorite corners are: Monaco: Everything but The Tunnel and the entry to the Swimming Pool Chicane Spa-Francorchamps: Bruxelles Most hairpins (especially at Nurburgring) My favorite Pit Lanes (based on Pit Entry) are at: Imola Spa-Francorchamps Monza Indianapolis My least favorite Pit Lanes (based on Pit Entry) are at: Albert Park Interlagos Monaco A1-Ring Hungaroring Sepang My least favorite Pit Lane (based on Pit Exit) is at: Interlagos My favorite teams are: Ferrari Prost Jaguar My least favorite team is: McLaren ============================================== GENERAL TIPS Knowing each circuit extremely well is essential to success in F1 Championship Season 2000Š as it is an any racing game. This is especially important when driving in overcast/wet conditions at circuits with significant numbers of trees near the track itself, such as at Hockenheim and at Spa- Francorchamps, as the numerous trees will cast dark shadows across much of the visible track ahead. Also, in any weather condition, The Tunnel at Monaco is a lengthy stretch of darkness despite the view of the water to the left. These shadows can obscure not only changes in track elevation and the placement of corners, but also the position of vehicles ahead (especially darker-colored vehicles, such as the Prost and McLaren cars). Also important for wet racing conditions, look for the single red taillight on the back of each car. In wet and other poor-visibility conditions, F1 cars are required to turn on the taillight so that the vehicles can be seen by those behind them. Especially in wet conditions, this is extremely helpful, as it is not always possible to see the actual car ahead and judge its distance from you as it kicks up a large 'rooster tail' of spray, especially when on lengthy straightaways. In general, bumping other cars is a bad thing: You might damage your own car, and, if it occurs too much, you will likely be assigned a Stop-Go Penalty. If you ram another car's backside at full speed, you will almost definitely receive a Stop-Go Penalty. The best way to avoid Stop-Go Penalties is to keep at least two wheels on the approved driving surfaces (pavement, rumble strips, and the rare green-colored concrete swing-out extensions) at all times, and to refrain from colliding with other cars. Remember that you need only be 'out of bounds' by ONE PIXEL to receive a Stop-Go Penalty, and the 'out of bounds' lines rarely coincide with actual physical features (rumble strips, different types of grass, etc.). The rumble strips can be your friends or your enemies. If you attempt to drive across rumble strips at a near- perpendicular angle (such as shortcutting Chicane at Suzuka), they will almost certainly be your enemies, causing your car to slide, spin violently, and/or even throw your vehicle into the air. If driving in wet conditions, even using rumble strips as intended can be dangerous, as the water greatly reduces the amount of grip they will provide for your tires. Normally, the best way to approach a turn is from the outside. At the apex of the turn, your car should be as close as possible to the inside of the turn. As you leave the turn, edge back toward the outside. This is obviously made more difficult on really tight and/or blind corners, especially at Monaco. An excellent way to learn how to navigate various types of corners is to complete all the license tests in any game of the Gran Turismo series. If playing with Fuel Usage activated, it may be a good idea to set your Pit Stops for late in the race. This way, should you need to pit early to repair damage or replace worn tires, you can also take on 'extra' fuel at that time and eliminate a later-scheduled Pit Stop. Note that this is not possible when serving a Stop-Go Penalty, as the Pit Crew is not permitted to touch the vehicle while the Penalty is being served (although in actual races, the Pit Crew will often surround the car for a visual inspection, taking care not to touch the vehicle). Braking is of utmost importance, especially when approaching a tight chicane or a blind corner. If you are not sure of where a corner is (especially with other cars in front of you), brake early. For a real-world example of what can happen by missing a braking zone, refer to the 2000 Grand Prix of Italy at Monza (Lap 1, Roggia Chicane; this is the massive accident in which the resultant flying debris struck and killed a volunteer corner worker). If you come into a (tight) corner too fast, several things may happen. First, if you slam hard on the brakes, you may have brake-lock (the white-gray smoke coming up from one or more of the wheels) and slide straight ahead into whatever is there to stop you - hopefully sand or grass, but perhaps a barrier or (worse) one or more cars. Second, if you keep your speed up and try to take the corner anyhow, you will likely spin and/or slide the car. With the new physics engine of F1 Championship Season 2000, spins and/or slides are far more likely now than in the preceding version of the game. This second scenario is also (subjective statement coming) 'more true' to actual F1 racing, as the line between maintaining and losing control of the vehicle - especially at the incredibly high average speeds of most of the circuits - is not only gray and hazy, but thinner than a strand of Homer Simpson's hair. This further demonstrates the importance of early braking (again, refer to the 2000 Grand Prix of Italy). There are a number of corners with uphill or downhill slopes in F1 racingŠ and even a banked corner (Turn 13 at Indianapolis). At Indianapolis, the Turn 13 banking fortunately keeps the cars from mowing down the fans in the grandstands and should prevent vehicles from going airborne. However, most sloped corners do not have such "nice" barriers, so if you speed through one of these corners and hit the rumble strip(s) at the right angle (or wrong angle, depending on your point of view), your will certainly spin, slide, and/or flip the vehicle. Are you wearing your seat belt and helmet? Activating the Flags option in F1 Championship Season 2000 causes the game to use the same flags and related rules as an actual F1 race. If shown a Blue Flag, you are to allow the car(s) behind you to pass. When shown a Yellow Flag, you are to slow down and not pass anyone until you see a Green Flag (normal racing conditions); however, when the Yellow Flag is displayed, you are certainly permitted to pass a vehicle with obvious problems, such as a car with a blown engine. Amazingly, in F1 Championship Season 2000, a car can still be driven even after a wheel has fallen off!!!!! If you do lose a wheel, it will usually be on the front of the car, due to bumping another car or smashing against a barrier. Turning the car toward the missing wheel (i.e., turning left if the left front wheel is missing) is not very difficult, but turning away from the missing wheel (turning right in this example) is nearly impossible at any speed faster than a crawling snail. Fortunately, this means that you can drive back to the Pits for repairs, so long as you drive slow enough to keep the engine revs down so it doesn't expire. However, once any two wheels have separated from the car, your race immediately ends. It is rare that your rear wing will ever be damaged; the most probable means of damaging the rear wing is spinning and hitting a barrier or another car with the backside of your vehicle. However, if you are too aggressive or are not careful entering the Pit Lane (especially if coming in at full speed at Monza, with a rather narrow Pit Lane Entry), you may damage your front wing. If a wing only has 'a slight knock' and is labeled yellow in the damage indicator, you can still drive normally, although serious caution must be taken on downhill turns (such as the first corner at Hungaroring). One significant change from F1 2000 is that, should you lose a wing, your car still handles as if the wing was still intact, which reduces the realism of the game, but does allow you to stay out of the pits, which is highly important in a close race. Also concerning the front and rear wings, it takes approximately twenty seconds to change a wing. If both wings are damaged, expect to sit in the Pits for about forty seconds before you are able to rejoin the race. TAKE CARE OF THE WINGS!!!!! If a car is trying to pass, there are several methods to keep from losing a position (as long as you are not shown a Blue Flag). If the pass attempt is in or near an upcoming corner, take away the inside or outside line, depending on where the opposing vehicle is in relation to yours. If the other car does get a wheel in front of you, edge TOWARD the opposing vehicle, and eventually, the other car will be out in the grass or sand and will fall back. Aggressive drivers may simply wish to bump wheels, causing the other car to spin and/or crash, especially if there is a barrier on the opposite side of the opposing vehicle; however, you may damage your own car, particularly the wheels and/or the suspension. While not particularly successful, those driving with automatic transmissions can quickly switch to Neutral (Shift Down button) and then back to the previous gear (Shift Up button), creating a 'smokescreen' cloud as brake dust flies out from behind the car; however, this can cause flat- spotting and undue tire wear on your own car, as well as potential damage to the engine and/or transmission, especially when this maneuver is performed in top gear on a truly quick straightaway (such as most of Hockenheim). If playing Championship Mode, points are awarded for the top six cars at the end of the race; these points are given to the driver (for the Drivers Championship) and the team (for the Constructors Championship). The points are awarded as follows, in accordance with FIA regulations: First Place: 10 points Second Place: 6 points Third Place: 4 points Fourth Place: 3 points Fifth Place: 2 points Sixth Place: 1 point Each team has two cars starting each race; a team could conceivably receive a maximum of 16 points in a given race. Thus, if you are concerned about winning the Constructors Championship, race as a driver for an historically good team, such as Ferrari or McLaren. Whichever driver and team you select to represent you in the race, you will periodically be given radio updates as to your teammate's status during the race (i.e., if you race as Jean Alesi, you will be given status updates on Nick Heidfeld's track position and pitting schedule). It is extremely important to listen to this information, especially during the window(s) for pit stops, as each team can only service one car at a time in Pit Lane. If you come into Pit Lane while your teammate is being serviced, you cannot pit and will be forced to drive straight through Pit Lane without receiving serviceŠ which itself will likely set you back severely in track position, but you will also be set back even further when you come around again to make your true pit stop. If racing in wet conditions using a chase-view camera, looking behind you is practically useless due to the 'rooster tail' of spray kicked up behind your car. To get a clear view of traffic behind you, first change quickly to driver view or front-wing view, then use the rear view button. When finished, release the rear view button and quickly return to your favorite chase view position. This 'stunt' is best performed on a straightaway with no cars immediately in front of you. Also important for racing in wet conditions, brake earlier than usual. If you continue to use the same 'dry conditions' braking, you will likely slide and/or spin the car as you attempt to navigate (sharp) corners. It may also help to pump the brakes through tight corners, especially for hairpins such as 'Mickey' and 'Mouse' at Indianapolis. If you are a visually-oriented person, it may help you to go to the FIA's official Web site (http://www.fia.com/ - the site is available in both English and in French) and go to the current season's race schedule. From here, the official Web sites (available in at least English and the host country's official languages; sometimes other language options are also available) of most of the race circuits can be accessed, and course maps can be downloaded and printed for you to study. Note that some online course maps are in very high resolution, thus file size is large; this may be a concern for those using a slow computer and/or modem. Always use caution when passing, cornering, or even breathing, as auto racing is an inherently dangerous sport!!! ============================================== THE 2000 COURSES F1 Championship Season 2000 presents the courses in the order in which they were presented for the 2000 Formula 1 season. This driving guide will follow the same convention, which will be especially useful for those playing in Championship Mode or Scenario Mode. F1 Race Schedule, 2000 Season: March 12 Australia Albert Park March 26 Brazil Interlagos April 9 San Marino Imola April 23 Great Britain Silverstone May 7 Spain Catalunya May 21 Europe Nurburgring June 4 Monaco Unnamed (Street Circuit) June 18 Canada Gilles Villeneuve July 2 France Nevers Magny-Cours* July 16 Austria A1-Ring July 30 Germany Hockenheim August 13 Hungary Hungaroring* August 27 Belgium Spa-Francorchamps September 10 Italy Monza* September 24 USA Indianapolis October 8 Japan Suzuka October 22 Malaysia Sepang *These circuits are not used in Scenario Mode. NOTE: The 2001 F1 race schedule is available at the official FIA Web site (http://www.fia.com/). The race schedule also has links to the official Web sites of most of the permanent and temporary (street) circuits hosting F1 races. Please note that the 2001 race schedule uses the same courses as the 2000 season (on which F1 Championship Season 2000 is based), but in a different order. For example, the Grand Prix of Malaysia was the final race of the 2000 season, but is the second race of the 2001 season. ============================================== COURSE DIFFICULTY AND DRIVABILITY RANKINGS This section is highly subjective - take this information with several grains of salt. The courses here are listed by their order in the 2000 F1 racing season. Australia Easy Extreme fun, extreme SPEED Brazil Medium Lower course frustrating Imola Medium Fun and FAST Silverstone Medium Good Catalunya Easy Fun Nurburgring Medium Somewhat frustrating Monaco Difficult Highly annoying (tightness) Gilles Villeneuve Medium Fun Nevers Magny-Cours Easy Quite fun, quite fast A1-Ring Medium Very challenging Hockenheim Easy Fun and EXTREMELY FAST Hungaroring Medium Upper course challenging, but fun overall Spa-Francorchamps Medium Enjoyably challenging Monza Easy Fun and FAST Indianapolis Medium Depends on set-up Suzuka Medium Fun challenge Sepang Medium Not too bad, but not my favorite ============================================== DIFFERENCES AND ADDITIONS There are some notable differences from F1 2000, as well as significant additions. The first major difference is the sleeker design of the game's menus. I have been playing F1 Championship Season 2000 (PSX version) on a PlayStation 2, and the colors are also much more vivid; whether this is due to the game itself and/or the PS2 I do not know. The video footage of actual F1 races is also much better on the eyes than in the original game. Along the same lines, the opening video of actual F1 races is much nicer than the opening of F1 2000, although the original game's initial focus on a particular driver in its opening video certainly helped to position the player within the F1 environment. The music is also different, as one would probably expect. The music is good overall, but I personally do prefer the music from F1 2000. The physics model has been modified for this newer game. This is especially good for racing on the streets of Monaco, as the newer physics model makes simple survival at Monaco MUCH easier!!!!!!!!! Speaking of Monaco, the chicane after leaving The Tunnel now has only rumble strips marking the official course; the barrier used in F1 2000 has thankfully been removed. Even better, the CPU does not assign a Stop-Go Penalty for driving in a straight line over the rumble strips and bypassing the chicane, so this is a new passing zone. However, if you blast through here at top speed, the angle of the rumble strips will almost certainly force your car into a spinŠ and an inevitable collision with the barrier(s) and/or other cars. The car set-up options have been expanded. However, it is unrealistically possible to drive at top speed with a missing wing. The most significant additions for F1 Championship Season 2000 are Training Mode and Scenario Mode. Training Mode allows you to learn each course's intricacies by using colored cones to mark braking, turning, apex, and exit for each corner, and by providing interactive commentary. Scenario Mode presents realistic racing situations which range from fairly easy to expert. Training Mode and Scenario Mode are both discussed further below. Another set of additions to this newer game is the new potential problems you can face. The original game's problems of a blown engine and lost and damaged wing(s) and tire(s) are still available, but new problems have been added: brake failure, suspension failure, engine misfire, missing gears, punctured tire(s), etc. Some of these problems can be fixed in a Pit Stop, but each fixable problem takes approximately twenty seconds to repair or replace. For example, if you have damaged both wings and the engine has a minor misfire, expect to spend a full minute sitting in your pit stall. These problems are most significant in Scenario Mode. As you progress through Championship Mode, you may be given the option to change the difficulty setting of Championship Mode based upon your performance. You are also given the opportunity to view the race analysis (lap-by-lap positions of each car/driver, with crashes and pit stops marked) after each race. Finally, the engines sound a bit closer to realistic than they did in F1 2000. The sounds are more piercing, and carry very well through the air - to the point that if you are driving all alone in one section of the course, you are far more likely to hear the competitors driving on the opposite side of the course. This can also make it difficult in some instances to determine exactly where the next batch of traffic is on the course, especially at a circuit as small as A1-Ring, or at Suzuka due to its figure-eight formation. ============================================== TRAINING MODE Risking to make this driving guide obsolete is the Training Mode, which was not available in F1 2000. Even expert-level drivers from F1 2000 should begin here, as the physics engine of F1 Championship Season 2000 is somewhat different, thus the overall handling of the cars is also a little different. The biggest driving change between F1 2000 and F1 Championship Season 2000 is that this newer game requires more use of the brakes, especially for aggressive drivers. Training Mode uses the following colored cones to help you see how to handle each corner of a given course: Blue Cone Begin braking here Orange Cone Begin cornering here Yellow Cone This is the apex; begin acceleration White Cone This is the exit; accelerate hard Note that after a quick combination of corners or a chicane, there will not be a white exit cone for each corner. Instead, the white cone will follow that segment of the course. ============================================== SCENARIO MODE One of the more interesting aspects of the 'upgrade' to F1 Championship Season 2000 is the new Scenario Mode. There are fourteen total scenario races, each progressing in the level of difficulty. Each scenario race takes place at a different course, so it would be wise to become quite familiar with ALL the courses before attempting Scenario Mode. Note that the initial scenarios are set at the same level of difficulty as Championship Mode. Each scenario presents a realistic F1 situation, ranging from simply finishing at or above a certain position, to simple survival. As you progress through Scenario Mode, you will also be presented with different types of weather, thus affecting your driving and your overall strategy. Further, for each Scenario race, you race as a different driver from the 2000 F1 season (some drivers are 'repeated;' see below). Many of these Scenario races are 'simple,' in that you need to just drive and finish at or above a certain position. However, some of the later Scenario races require quite a bit of strategy, especially to receive a Gold Award; here, it might be best to read the scenario, then wait and consider the potential strategies for several hours first. The initial Scenario races are fairly short, and can be completed well within thirty minutes. The later Scenario races will likely take longer. The fourteenth and final Scenario race is a FULL race, so do not even attempt the final scenario unless you have about two hours during which you will not be interrupted by siblings, telephones, bathroom breaks, hyperactive pets, etc. Without giving away the challenges presented in Scenario Mode, this is where the Scenario races are held, and the driver you will be playing as: 1.) Grand Prix of Australia Villeneuve 2.) Grand Prix of Brazil Gene 3.) Grand Prix of San Marino Coulthard 4.) Grand Prix of Great Britain Button 5.) Grand Prix of Spain Trulli 6.) Grand Prix of Europe Coulthard 7.) Grand Prix of Monaco Hakkinen 8.) Grand Prix of Canada Wurtz 9.) Grand Prix of Austria Verstappen 10.) Grand Prix of Germany Alesi 11.) Grand Prix of Belgium M. Schumacher 12.) Grand Prix of the United States Irvine 13.) Grand Prix of Japan Salo 14.) Grand Prix of Malaysia M. Schumacher In most of the Scenario races, obtaining the Gold Award is fairly easy, so long as you keep the car on the track and in good condition, and fix any initial problems at a strategic time. However, a few races present significant challenges, as you will start having already been lapped once by the race leader. In order to win these races and obtain their Gold Awards, two potential tactics come into play: 1.) Hope (pray to every deity you know, wish upon a star before beginning the Scenario race, etc.) for the race leader to retire early, or at least experience a serious problem slowing him significantly and forcing him into the Pits for servicing. 2.) Drive aggressively and get into position to unlap yourself, then purposely try to knock the leading car off the track and into a barrier, hoping that a major mechanical failure will cause him to retire early. This tactic will likely need to be used several times in a single race. Of course, the latter option also presents a serious risk of eliminating YOU from the race; similarly, the race stewards (i.e., the CPU) may well assign you a Stop-Go Penalty for unsportsmanlike driving. Note that you will likely need multiple tries to obtain a Gold Award when you start a Scenario race one lap behind, so prepare to be highly frustrated, and try not to throw the controller/wheel through the television screen!!!!!!!!! ============================================== ============================================== ============================================== GRAND PRIX OF AUSTRALIA: ALBERT PARK The 2000 F1 racing season begins with a set of 'flyaway' (non-European) races. This fast, attractive circuit is built around Melbourne's beautiful Albert Park Lake, using actual city streets which generally receive little traffic. There are usually plenty of trees on both sides of the track, with a nice view of Melbourne's buildings as you come through Turns 12 and 13. The Albert Park circuit features many long, gentle, no-braking corners, allowing for incredible top-end speed all around this completely-flat circuit. However, these are tempered with several moderate- and hard-braking corners, and dark shadows (especially in wet conditions) obscuring long stretches of the pavement. Suggested Car Set-up: Gear Ratios: -3 Steering Lock: +3 Front Suspension: -2 Rear Suspension: -2 Brake Balance: -2 Engine RPM: +2 Side Pod Radiators: +3 Front Downforce: -3 Rear Downforce: -3 Ride Height: -3* Rear Diffuser: +3 *This is an ABSOLUTELY FLAT circuit, so the only reason to raise ride height is to slow the car for better cornering. At Albert Park, this is really only an issue at Turns 3 and 15, and in the odd-formation Pit Lane Entry. Pit Straight: The front straight is fairly long, following a light-braking corner (Turn 16). However, Turn 1 requires an early braking zone. Turn 1: A moderate-braking right-hand corner. If you miss the braking zone here, there is a wide area in which you can recover. Traffic will often bunch up entering Turn 1. Turn 2: Immediately following Turn 1, this is a gentle left- hand turn which can be taken at full speed. Excellent acceleration out of Turn 1 makes the exit of Turn 2 and the ensuing straightaway a prime passing zone. Beware the barrier on the right on exiting Turn 2. Turn 3: This is a hard-braking right-hand corner following a long straightaway. Again, there is a wide recovery area here. A little speed can be made coming out of Turn 3, but the straightaway is virtually non-existent, requiring moderate braking for Turn 4. This is definitely NOT a place to pass (safely) unless you have EXCELLENT brakes and little or no tire wear. Traffic tends to bunch up here for Turns 3 and 4. Turn 4: A left-hand corner requiring at least moderate braking. To the outside of the corner is a wide, paved recovery area; however, driving too far out to the right or remaining on this paved area beyond the painted advertisement will result in a Stop-Go Penalty. The inside of Turn 4 is also a wide paved zone, but short-cutting Turn 4 by more than one car length will also result in a Stop-Go Penalty. Good acceleration out of Turn 4 can set up a good passing opportunity. Turn 5: A gentle right-hand corner through the trees which leads to a nice straightaway. No braking is necessary here. Turn 6: A semi-hidden moderate-braking right-hand corner. Traffic will sometimes bunch up here, as drivers try to spot the corner. A wide recovery zone is available here as well, but take care not to shortcut the corner. While it is possible to blast through Turn 6 without braking, doing so will almost certainly result in loss of control (with subsequent spinning, sliding, and/or crashing) due to the angle of the rumble strips. Turn 7: Immediately following Turn 6, Turn 7 is a very gentle left-hand corner which brings you alongside the northernmost end of Albert Park Lake. Turn 8: This is almost not a turn at all, as it curves extremely gently along the shoreline, but the course map on the race's official Web site lists this as a corner. Turn 9: The first piece of pavement to the right is NOT the official corner; taking this bypass area results in a Stop-Go Penalty if playing with Flags activated. The official corner is a tight right-hand turn which requires moderate or hard braking. Traffic almost always bunches up here. Turn 10: This is almost not a turn at all, as it curves extremely gently to the left and back along the shoreline. There is absolutely NO room for error on the right side of the track, as the pavement runs directly up against the barrier. The view of Albert Park Lake is actually quite serene from here (and the water is oh-so-blueŠ), but don't take your eyes off the course!!! Once you pass underneath the second pedestrian bridge and see the grandstands ahead on the right, drift to the right to set up the best racing line for Turns 11 and 12. Turns 11 and 12: If you are not navigating traffic, Turns 11 and 12 can be taken at full speed (even at 200+ MPH), although some drivers may feel more comfortable with tapping the brakes once in each turn. However, sliding even one pixel across the rumble strips on either side of the chicane results in a Stop-Go Penalty. It is very easy to slide off the pavement exiting this chicane if taken at top speed, so a flawless racing line is crucial. Straightaway: The pavement runs directly up against the barrier on the left side of the course here, creating problems for cars on the left whose engines suddenly expire. Turn 13: This is a semi-blind right-hand corner requiring moderate braking if you are alone; traffic tends to bunch up here. The recovery area again is quite wide, with a long run-off strip if needed. This leads to a short straightaway which can be a prime passing zone if acceleration out of Turn 13 is strong. Note that is you were able to take Turns 11 and 12 without braking or navigating traffic, you can reach over 210MPH just before entering Turn 13, making braking even more important. Turn 14: A light-braking, right-hand corner with a wide recovery area. Experts should be able to take this corner at top speed (if not in traffic) with a flawless racing line, or by dropping the right-side tires onto the grass. This is a good place to pass on braking upon entering the corner. Turn 15: Do not be fooled by the run-off lane which proceeds directly ahead into an unmoving barrier; there IS a turn to the left here, requiring moderate braking. This is also a good place to pass on braking when entering the corner. Note that the Pit Entry is immediately to the right upon exiting the corner, so be sure to look for cars moving slower than expected as they enter Pit Lane. Turn 16: Without traffic, this right-hand corner can be taken at full speed if you slowed enough in Turn 15. But, be careful with the approach and exit angles for this turn, as the barrier (and a grandstand) is just a few feet off the pavement on the left as you exit the corner. This leads onto the Pit Straight. Pit Entry: The Pit Lane begins to the right immediately after Turn 15. It is possible to enter at a fairly high speed, but there will be a sharp turn to the right very quickly, requiring moderate or heavy braking. Before entering the main Pit area, however, is a tight right-left chicane, so be prepared to truly slam on the brakes, or else the nose of your car will slam into the Pit Lane barrier. Special Note: It is possible to start down Pit Lane and then return to the main course, or vice-versa. However, depending on where you attempt to make this transition, you may be given a Stop-Go Penalty. ============================================== GRAND PRIX OF BRAZIL: INTERLAGOS Most F1 courses are driven clockwise; built on a steep hillside, Interlagos is driven counter-clockwise, which I understand causes 'undue' fatigue to drivers' necks as the race progresses. The upper part of the course features two extensive segments of flat-out, full-throttle, top-speed driving. However, the lower part of the course (where the most clock time is spent) features tight corners and several significant elevation changes. However, despite these two very different sections of the circuit, the car set-up is not quite as key here as at Indianapolis. Also, this is the circuit where an advertisement billboard fell on a Prost car in 2000. Suggested Car Set-up: Gear Ratios: -3 Steering Lock: +3 Front Suspension: -2 Rear Suspension: -2 Brake Balance: -2 Engine RPM: +2 Side Pod Radiators: +3 Front Downforce: +1 Rear Downforce: +1 Ride Height: -1 Rear Diffuser: +2 Note: This set-up is designed to take advantage of the lower portion of the circuit. Pit Straight: This is the highest point of the course in terms of elevation. There is no room to pull off the course here if there is a problem with a car, as the barriers rub against the pavement on both sides of the track. This is also the fastest portion of the course, leading into the most dangerous set of corners at Interlagos. There are several left-hand fades along the 'Pit Straight.' This 'straightaway' is the longest stretch of flat-out acceleration of this course. The optimal racing line is hard to the left, so be careful not to rub the left-side tires against the barriers, especially when passing the Pit Lane Entry. The Pit Entrance is also to the left, and cars may enter here at top speed. Turn 1 (S do Senna): Especially since this corner follows an incredibly long and fast 'Pit Straight,' this is by far the most dangerous turn on the course, and thus perhaps the most dangerous corner in all of F1 racing. This is a tight, left- hand, semi-blind, downhill corner requiring severe braking long before reaching the turn. Unless you have PERFECT confidence in your car's braking AND turning ability, this is definitely NOT a place to pass!!! For those who overrun the |
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Another F1 Championship Season 2000 Walkthrough :
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